using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class BasicStencilGame : Game { private GraphicsPipeline maskerPipeline; private GraphicsPipeline maskeePipeline; private GpuBuffer vertexBuffer; private Texture depthStencilTexture; public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true) { // 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.AttachmentInfo.HasDepthStencilAttachment = true; pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8; pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.DepthStencilState = new DepthStencilState { StencilTestEnable = true, FrontStencilState = new StencilOpState { CompareOp = CompareOp.Never, FailOp = StencilOp.Replace, }, Reference = 1, WriteMask = 0xFF }; maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.DepthStencilState = new DepthStencilState { StencilTestEnable = true, FrontStencilState = new StencilOpState { CompareOp = CompareOp.Equal, }, Reference = 0, CompareMask = 0xFF, WriteMask = 0 }; maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create and populate the GPU resources depthStencilTexture = Texture.CreateTexture2D( GraphicsDevice, MainWindow.Width, MainWindow.Height, TextureFormat.D16S8, TextureUsageFlags.DepthStencilTarget ); var resourceUploader = new ResourceUploader(GraphicsDevice); vertexBuffer = resourceUploader.CreateBuffer( [ 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), ], BufferUsageFlags.Vertex ); resourceUploader.Upload(); resourceUploader.Dispose(); } 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, WriteOptions.Cycle, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare), new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black) ); cmdbuf.BindGraphicsPipeline(maskerPipeline); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.DrawPrimitives(0, 1); cmdbuf.BindGraphicsPipeline(maskeePipeline); cmdbuf.DrawPrimitives(3, 1); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { BasicStencilGame p = new BasicStencilGame(); p.Run(); } } }