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