using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class CullFaceGame : Game { 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 GpuBuffer cwVertexBuffer; private GpuBuffer ccwVertexBuffer; private bool useClockwiseWinding; public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)"); // Load the shaders ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert")); ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag")); // Create the graphics pipelines GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); 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); cwVertexBuffer = 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 ); ccwVertexBuffer = 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(); } protected override void Update(System.TimeSpan delta) { if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom)) { useClockwiseWinding = !useClockwiseWinding; Logger.LogInfo("Using clockwise winding: " + useClockwiseWinding); } } protected override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black)); // Need to bind a pipeline before binding vertex buffers cmdbuf.BindGraphicsPipeline(CW_CullNonePipeline); if (useClockwiseWinding) { cmdbuf.BindVertexBuffers(cwVertexBuffer); } else { cmdbuf.BindVertexBuffers(ccwVertexBuffer); } cmdbuf.SetViewport(new Viewport(0, 0, 213, 240)); cmdbuf.DrawPrimitives(0, 1); cmdbuf.SetViewport(new Viewport(213, 0, 213, 240)); cmdbuf.BindGraphicsPipeline(CW_CullFrontPipeline); cmdbuf.DrawPrimitives(0, 1); cmdbuf.SetViewport(new Viewport(426, 0, 213, 240)); cmdbuf.BindGraphicsPipeline(CW_CullBackPipeline); cmdbuf.DrawPrimitives(0, 1); cmdbuf.SetViewport(new Viewport(0, 240, 213, 240)); cmdbuf.BindGraphicsPipeline(CCW_CullNonePipeline); cmdbuf.DrawPrimitives(0, 1); cmdbuf.SetViewport(new Viewport(213, 240, 213, 240)); cmdbuf.BindGraphicsPipeline(CCW_CullFrontPipeline); cmdbuf.DrawPrimitives(0, 1); cmdbuf.SetViewport(new Viewport(426, 240, 213, 240)); cmdbuf.BindGraphicsPipeline(CCW_CullBackPipeline); cmdbuf.DrawPrimitives(0, 1); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { CullFaceGame game = new CullFaceGame(); game.Run(); } } }