MoonWorksGraphicsTests/Examples/BasicStencilExample.cs

138 lines
4.0 KiB
C#

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",
new ShaderCreateInfo
{
ShaderStage = ShaderStage.Vertex,
ShaderFormat = ShaderFormat.SPIRV
}
);
Shader fragShaderModule = 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,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D24_UNORM_S8_UINT;
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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();
}
}
}