Add BasicStencil test + set default rasterizer to CCW_CullNone

pull/2/head
Caleb Cornett 2023-01-26 22:22:38 -05:00
parent 5233dad0ca
commit b2aa5adc3b
5 changed files with 139 additions and 1 deletions

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@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
</ItemGroup>
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<Nullable>enable</Nullable>
<Platforms>x64</Platforms>
</PropertyGroup>
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
</Project>

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@ -0,0 +1,111 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class BasicStencilGame : Game
{
private GraphicsPipeline maskerPipeline;
private GraphicsPipeline maskeePipeline;
private Buffer vertexBuffer;
private Texture depthStencilTexture;
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
// Create the graphics pipelines
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
pipelineCreateInfo.DepthStencilState = new DepthStencilState
{
StencilTestEnable = true,
FrontStencilState = new StencilOpState
{
Reference = 1,
WriteMask = 0xFFFFFFFF,
CompareOp = CompareOp.Never,
FailOp = StencilOp.Replace,
}
};
maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
pipelineCreateInfo.DepthStencilState = new DepthStencilState
{
StencilTestEnable = true,
FrontStencilState = new StencilOpState
{
Reference = 0,
CompareMask = 0xFFFFFFFF,
WriteMask = 0,
CompareOp = CompareOp.Equal,
}
};
maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create and populate the GPU resources
depthStencilTexture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.D16S8,
TextureUsageFlags.DepthStencilTarget
);
vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
vertexBuffer,
new PositionColorVertex[]
{
new PositionColorVertex(new Vector3(-0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
}
);
GraphicsDevice.Submit(cmdbuf);
GraphicsDevice.Wait();
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(
new DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
new ColorAttachmentInfo(backbuffer, Color.Black)
);
cmdbuf.BindGraphicsPipeline(maskerPipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 1, 0, 0);
cmdbuf.BindGraphicsPipeline(maskeePipeline);
cmdbuf.DrawPrimitives(3, 1, 0, 0);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
BasicStencilGame p = new BasicStencilGame();
p.Run();
}
}
}

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@ -39,7 +39,7 @@ namespace MoonWorks.Test
DepthStencilState = DepthStencilState.Disable,
MultisampleState = MultisampleState.None,
PrimitiveType = PrimitiveType.TriangleList,
RasterizerState = RasterizerState.CW_CullNone,
RasterizerState = RasterizerState.CCW_CullNone,
VertexInputState = VertexInputState.Empty,
VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0),
FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 0)

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@ -53,6 +53,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureMipmaps", "Ren
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "Stencil\BasicStencil.csproj", "{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -159,6 +161,10 @@ Global
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.ActiveCfg = Debug|x64
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.Build.0 = Debug|x64
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.ActiveCfg = Release|x64
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -91,3 +91,7 @@ Displays a cubemap generated by rendering to a cube render target. Tests binding
**RenderTextureMipmaps**
Displays a quad that can be scaled to reveal various mip levels. The mips are solid colors, generated by clearing various levels of the texture in a render pass. Tests rendering to mipmap levels of a render texture, mip LOD bias, min/max LODs, and mip filter modes.
**BasicStencil**
Demonstrates stencil masking using two triangles. Tests stencil buffers and basic stencil operations.