MoonWorksGraphicsTests/BasicStencil/BasicStencilGame.cs

112 lines
3.6 KiB
C#

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<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,
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();
}
}
}