using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Math.Float; namespace MoonWorksGraphicsTests { class BasicStencilExample : Example { private GraphicsPipeline MaskerPipeline; private GraphicsPipeline MaskeePipeline; private GpuBuffer VertexBuffer; private Texture DepthStencilTexture; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Window.SetTitle("BasicStencil"); // Load the shaders Shader vertShaderModule = new Shader( GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"), "main", ShaderStage.Vertex, ShaderFormat.SPIRV ); Shader fragShaderModule = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", ShaderStage.Fragment, ShaderFormat.SPIRV ); // Create the graphics pipelines GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( Window.SwapchainFormat, vertShaderModule, fragShaderModule ); pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true; pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D24_UNORM_S8_UINT; 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, Window.Width, Window.Height, TextureFormat.D24_UNORM_S8_UINT, TextureUsageFlags.DepthStencil ); 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(); } public override void Update(System.TimeSpan delta) { } public override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != null) { var renderPass = cmdbuf.BeginRenderPass( new DepthStencilAttachmentInfo(DepthStencilTexture, true, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare), new ColorAttachmentInfo(swapchainTexture, false, Color.Black) ); renderPass.BindGraphicsPipeline(MaskerPipeline); renderPass.BindVertexBuffer(VertexBuffer); renderPass.DrawPrimitives(0, 1); renderPass.BindGraphicsPipeline(MaskeePipeline); renderPass.DrawPrimitives(3, 1); cmdbuf.EndRenderPass(renderPass); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { MaskerPipeline.Dispose(); MaskeePipeline.Dispose(); VertexBuffer.Dispose(); DepthStencilTexture.Dispose(); } } }