Graphics: Add RenderSystem and frame pipeline

This commit is contained in:
Jérôme Leclercq
2021-07-06 11:04:22 +02:00
parent 428a706fbe
commit 4ac5fe7cba
37 changed files with 1202 additions and 141 deletions

View File

@@ -3,6 +3,7 @@
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Graphics/Components.hpp>
#include <Nazara/Graphics/Systems.hpp>
#include <Nazara/Math/PidController.hpp>
#include <Nazara/Physics3D.hpp>
#include <Nazara/Physics3D/Components.hpp>
@@ -49,6 +50,8 @@ int main()
return __LINE__;
}
Nz::RenderWindowImpl* windowImpl = window.GetImpl();
std::shared_ptr<Nz::Mesh> spaceshipMesh = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
if (!spaceshipMesh)
{
@@ -89,10 +92,6 @@ int main()
Nz::Vector2ui windowSize = window.GetSize();
Nz::ViewerInstance viewerInstance;
viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize()));
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
Nz::VertexMapper vertexMapper(*spaceshipMesh->GetSubMesh(0), Nz::BufferAccess::ReadOnly);
Nz::SparsePtr<Nz::Vector3f> vertices = vertexMapper.GetComponentPtr<Nz::Vector3f>(Nz::VertexComponent::Position);
@@ -100,8 +99,13 @@ int main()
entt::registry registry;
Nz::Physics3DSystem physSytem(registry);
Nz::RenderSystem renderSystem(registry);
entt::entity viewer = registry.create();
registry.emplace<Nz::NodeComponent>(viewer);
registry.emplace<Nz::CameraComponent>(viewer, windowImpl);
auto shipCollider = std::make_shared<Nz::ConvexCollider3D>(vertices, vertexMapper.GetVertexCount(), 0.01f);
std::shared_ptr<Nz::Material> colliderMat = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
@@ -122,41 +126,41 @@ int main()
}
entt::entity playerEntity = registry.create();
Nz::Node headingNode;
{
auto& entityNode = registry.emplace<Nz::NodeComponent>(playerEntity);
entityNode.SetPosition(Nz::Vector3f(12.5f, 0.f, 25.f));
entt::entity headingEntity = registry.create();
{
auto& entityGfx = registry.emplace<Nz::GraphicsComponent>(playerEntity);
entityGfx.AttachRenderable(model);
auto& entityNode = registry.emplace<Nz::NodeComponent>(playerEntity);
entityNode.SetPosition(Nz::Vector3f(12.5f, 0.f, 25.f));
auto& entityPhys = registry.emplace<Nz::RigidBody3DComponent>(playerEntity, physSytem.CreateRigidBody(shipCollider));
entityPhys.SetMass(50.f);
entityPhys.SetAngularDamping(Nz::Vector3f::Zero());
headingNode.SetParent(entityNode);
auto& headingNode = registry.emplace<Nz::NodeComponent>(headingEntity);
headingNode.SetInheritRotation(false);
headingNode.SetRotation(entityNode.GetRotation());
headingNode.SetParent(registry, playerEntity);
}
Nz::Node cameraNode;
cameraNode.SetParent(headingNode);
cameraNode.SetPosition(Nz::Vector3f::Backward() * 2.5f + Nz::Vector3f::Up() * 1.f);
registry.get<Nz::NodeComponent>(viewer).SetParent(registry, headingEntity);
registry.get<Nz::NodeComponent>(viewer).SetPosition(Nz::Vector3f::Backward() * 2.5f + Nz::Vector3f::Up() * 1.f);
for (std::size_t x = 0; x < 1; ++x)
for (std::size_t x = 0; x < 5; ++x)
{
for (std::size_t y = 0; y < 1; ++y)
for (std::size_t y = 0; y < 5; ++y)
{
for (std::size_t z = 0; z < 10; ++z)
for (std::size_t z = 0; z < 5; ++z)
{
entt::entity entity = registry.create();
auto& entityNode = registry.emplace<Nz::NodeComponent>(entity);
entityNode.SetPosition(Nz::Vector3f(x * 2.f, y * 1.5f, z * 2.f));
auto& entityGfx = registry.emplace<Nz::GraphicsComponent>(entity);
entityGfx.AttachRenderable(model);
auto& entityNode = registry.emplace<Nz::NodeComponent>(entity);
entityNode.SetPosition(Nz::Vector3f(x * 2.f, y * 1.5f, z * 2.f));
auto& entityPhys = registry.emplace<Nz::RigidBody3DComponent>(entity, physSytem.CreateRigidBody(shipCollider));
entityPhys.SetMass(1.f);
entityPhys.SetAngularDamping(Nz::Vector3f::Zero());
@@ -165,46 +169,6 @@ int main()
}
}
Nz::RenderWindowImpl* windowImpl = window.GetImpl();
std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
Nz::CommandBufferPtr drawCommandBuffer;
auto RebuildCommandBuffer = [&]
{
Nz::Vector2ui windowSize = window.GetSize();
drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
{
Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
Nz::CommandBufferBuilder::ClearValues clearValues[2];
clearValues[0].color = Nz::Color(80, 80, 80);
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
{
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.BindShaderBinding(Nz::Graphics::ViewerBindingSet, viewerInstance.GetShaderBinding());
auto view = registry.view<const Nz::GraphicsComponent>();
for (auto [entity, gfxComponent] : view.each())
{
const Nz::WorldInstance& worldInstance = gfxComponent.GetWorldInstance();
for (const auto& renderable : gfxComponent.GetRenderables())
renderable->Draw(builder, worldInstance);
}
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
});
};
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
@@ -254,13 +218,19 @@ int main()
{
auto view = registry.view<Nz::GraphicsComponent>();
for (auto [entity, gfxComponent] : view.each())
{
gfxComponent.AttachRenderable(colliderModel);
registry.patch<Nz::GraphicsComponent>(entity);
}
}
else
{
auto view = registry.view<Nz::GraphicsComponent>();
for (auto [entity, gfxComponent] : view.each())
{
gfxComponent.DetachRenderable(colliderModel);
registry.patch<Nz::GraphicsComponent>(entity);
}
}
rebuildCommandBuffer = true;
}
@@ -278,15 +248,15 @@ int main()
camQuat = camAngles;
headingNode.SetRotation(camQuat);
registry.get<Nz::NodeComponent>(headingEntity).SetRotation(camQuat);
break;
}
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f));
viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
//viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f));
//viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
break;
}
@@ -306,11 +276,11 @@ int main()
Nz::RigidBody3DComponent& playerShipBody = registry.get<Nz::RigidBody3DComponent>(playerEntity);
Nz::Quaternionf currentRotation = playerShipBody.GetRotation();
Nz::Vector3f desiredHeading = headingNode.GetForward();
Nz::Vector3f desiredHeading = registry.get<Nz::NodeComponent>(headingEntity).GetForward();
Nz::Vector3f currentHeading = currentRotation * Nz::Vector3f::Forward();
Nz::Vector3f headingError = currentHeading.CrossProduct(desiredHeading);
Nz::Vector3f desiredUp = headingNode.GetUp();
Nz::Vector3f desiredUp = registry.get<Nz::NodeComponent>(headingEntity).GetUp();
Nz::Vector3f currentUp = currentRotation * Nz::Vector3f::Up();
Nz::Vector3f upError = currentUp.CrossProduct(desiredUp);
@@ -342,49 +312,7 @@ int main()
if (!frame)
continue;
Nz::UploadPool& uploadPool = frame.GetUploadPool();
viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(cameraNode.GetPosition(Nz::CoordSys::Global), cameraNode.GetRotation(Nz::CoordSys::Global)));
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
{
builder.PreTransferBarrier();
viewerInstance.UpdateBuffers(uploadPool, builder);
/*
modelInstance.UpdateBuffers(uploadPool, builder);
modelInstance2.UpdateBuffers(uploadPool, builder);
*/
auto view = registry.view<Nz::GraphicsComponent, const Nz::NodeComponent>();
for (auto [entity, gfxComponent, nodeComponent] : view.each())
{
Nz::WorldInstance& worldInstance = gfxComponent.GetWorldInstance();
worldInstance.UpdateWorldMatrix(nodeComponent.GetTransformMatrix());
worldInstance.UpdateBuffers(uploadPool, builder);
}
if (material->Update(frame, builder))
rebuildCommandBuffer = true;
if (colliderMat->Update(frame, builder))
rebuildCommandBuffer = true;
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
if (rebuildCommandBuffer || frame.IsFramebufferInvalidated())
{
frame.PushForRelease(std::move(drawCommandBuffer));
RebuildCommandBuffer();
}
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
renderSystem.Render(registry, frame);
frame.Present();