using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests; class CullFaceExample : Example { private GraphicsPipeline CW_CullNonePipeline; private GraphicsPipeline CW_CullFrontPipeline; private GraphicsPipeline CW_CullBackPipeline; private GraphicsPipeline CCW_CullNonePipeline; private GraphicsPipeline CCW_CullFrontPipeline; private GraphicsPipeline CCW_CullBackPipeline; private Buffer CW_VertexBuffer; private Buffer CCW_VertexBuffer; private bool UseClockwiseWinding; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("CullFace"); Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)"); // Load the shaders Shader vertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV } ); Shader fragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV } ); // Create the graphics pipelines GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShader, fragShader ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullNone; CW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullFront; CW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullBack; CW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullNone; CCW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullFront; CCW_CullFrontPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState = RasterizerState.CCW_CullBack; CCW_CullBackPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the vertex buffers var resourceUploader = new ResourceUploader(GraphicsDevice); CW_VertexBuffer = resourceUploader.CreateBuffer( [ new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue), new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green), new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red), ], BufferUsageFlags.Vertex ); CCW_VertexBuffer = resourceUploader.CreateBuffer( [ new PositionColorVertex(new Vector3(-1, -1, 0), Color.Red), new PositionColorVertex(new Vector3( 1, -1, 0), Color.Green), new PositionColorVertex(new Vector3( 0, 1, 0), Color.Blue) ], BufferUsageFlags.Vertex ); resourceUploader.Upload(); resourceUploader.Dispose(); } public override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { UseClockwiseWinding = !UseClockwiseWinding; Logger.LogInfo("Using clockwise winding: " + UseClockwiseWinding); } } public override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != null) { var renderPass = cmdbuf.BeginRenderPass( new ColorAttachmentInfo( swapchainTexture, false, Color.Black ) ); // Need to bind a pipeline before binding vertex buffers renderPass.BindGraphicsPipeline(CW_CullNonePipeline); if (UseClockwiseWinding) { renderPass.BindVertexBuffer(CW_VertexBuffer); } else { renderPass.BindVertexBuffer(CCW_VertexBuffer); } renderPass.SetViewport(new Viewport(0, 0, 213, 240)); renderPass.DrawPrimitives(0, 1); renderPass.SetViewport(new Viewport(213, 0, 213, 240)); renderPass.BindGraphicsPipeline(CW_CullFrontPipeline); renderPass.DrawPrimitives(0, 1); renderPass.SetViewport(new Viewport(426, 0, 213, 240)); renderPass.BindGraphicsPipeline(CW_CullBackPipeline); renderPass.DrawPrimitives(0, 1); renderPass.SetViewport(new Viewport(0, 240, 213, 240)); renderPass.BindGraphicsPipeline(CCW_CullNonePipeline); renderPass.DrawPrimitives(0, 1); renderPass.SetViewport(new Viewport(213, 240, 213, 240)); renderPass.BindGraphicsPipeline(CCW_CullFrontPipeline); renderPass.DrawPrimitives(0, 1); renderPass.SetViewport(new Viewport(426, 240, 213, 240)); renderPass.BindGraphicsPipeline(CCW_CullBackPipeline); renderPass.DrawPrimitives(0, 1); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { CW_CullNonePipeline.Dispose(); CW_CullFrontPipeline.Dispose(); CW_CullBackPipeline.Dispose(); CCW_CullNonePipeline.Dispose(); CCW_CullFrontPipeline.Dispose(); CCW_CullBackPipeline.Dispose(); CW_VertexBuffer.Dispose(); CCW_VertexBuffer.Dispose(); } }