Move ComputeTest,GraphicsTest,RenderTest and Std140Debug to the tests folder
Also renamed NazaraUnitTests to UnitTests
This commit is contained in:
436
tests/RenderTest/main.cpp
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436
tests/RenderTest/main.cpp
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#include <Nazara/Core.hpp>
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#include <Nazara/Math.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Renderer.hpp>
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#include <Nazara/Renderer/DebugDrawer.hpp>
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#include <NZSL/FilesystemModuleResolver.hpp>
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#include <NZSL/LangWriter.hpp>
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#include <NZSL/Parser.hpp>
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#include <NZSL/Ast/SanitizeVisitor.hpp>
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#include <Nazara/Utility.hpp>
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#include <array>
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#include <chrono>
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#include <iostream>
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#include <thread>
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NAZARA_REQUEST_DEDICATED_GPU()
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const char shaderSource[] = R"(
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[nzsl_version("1.0")]
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module;
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option red: bool = false;
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[layout(std140)]
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struct Data
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{
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projectionMatrix: mat4[f32],
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worldMatrix: mat4[f32],
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viewMatrix: mat4[f32]
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}
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[set(0)]
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external
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{
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[binding(0)] data: uniform[Data]
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}
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[set(1)]
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external
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{
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[binding(0)] tex: sampler2D[f32]
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}
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struct VertIn
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{
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[location(0)] position: vec3[f32],
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[location(1)] normal: vec3[f32],
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[location(2)] uv: vec2[f32]
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}
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struct VertOut
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{
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[builtin(position)] position: vec4[f32],
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[location(0)] normal: vec3[f32],
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[location(1)] uv: vec2[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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[entry(frag)]
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fn main(fragIn: VertOut) -> FragOut
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{
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let lightDir = vec3[f32](0.0, 0.707, 0.707);
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let lightFactor = dot(fragIn.normal, lightDir);
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let fragOut: FragOut;
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fragOut.color = lightFactor * tex.Sample(fragIn.uv) * const_select(red, vec4[f32](1.0, 0.0, 0.0, 1.0), vec4[f32](1.0, 1.0, 1.0, 1.0));
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return fragOut;
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}
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[entry(vert)]
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fn main(vertIn: VertIn) -> VertOut
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{
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let vertOut: VertOut;
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vertOut.position = data.projectionMatrix * data.viewMatrix * data.worldMatrix * vec4[f32](vertIn.position, 1.0);
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vertOut.normal = vertIn.normal;
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vertOut.uv = vertIn.uv;
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return vertOut;
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}
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)";
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int main()
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{
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std::filesystem::path resourceDir = "assets/examples";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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Nz::Renderer::Config rendererConfig;
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std::cout << "Run using Vulkan? (y/n)" << std::endl;
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if (std::getchar() == 'y')
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rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
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else
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rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
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Nz::Modules<Nz::Renderer> nazara(rendererConfig);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0);
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Nz::RenderWindow window;
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std::string windowTitle = "Render Test";
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if (!window.Create(device, Nz::VideoMode(800, 600, 32), windowTitle))
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{
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std::cout << "Failed to create Window" << std::endl;
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return __LINE__;
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}
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nzsl::Ast::ModulePtr shaderModule = nzsl::Parse(std::string_view(shaderSource, sizeof(shaderSource)));
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if (!shaderModule)
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{
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std::cout << "Failed to parse shader module" << std::endl;
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return __LINE__;
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}
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nzsl::ShaderWriter::States states;
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states.optionValues[Nz::CRC32("red")] = false; //< Try enabling this!
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states.optimize = true;
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auto fragVertShader = device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, *shaderModule, states);
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if (!fragVertShader)
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{
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std::cout << "Failed to instantiate shader" << std::endl;
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return __LINE__;
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}
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Nz::MeshParams meshParams;
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meshParams.center = true;
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meshParams.vertexRotation = Nz::EulerAnglesf(0.f, -90.f, 0.f);
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meshParams.vertexScale = Nz::Vector3f(0.002f);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::Mesh> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
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if (!spaceship)
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{
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NazaraError("Failed to load model");
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return __LINE__;
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}
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std::shared_ptr<Nz::StaticMesh> spaceshipMesh = std::static_pointer_cast<Nz::StaticMesh>(spaceship->GetSubMesh(0));
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const std::shared_ptr<Nz::VertexBuffer>& meshVB = spaceshipMesh->GetVertexBuffer();
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const std::shared_ptr<const Nz::IndexBuffer>& meshIB = spaceshipMesh->GetIndexBuffer();
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// Index buffer
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std::cout << "Index count: " << meshIB->GetIndexCount() << std::endl;
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// Vertex buffer
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std::cout << "Vertex count: " << meshVB->GetVertexCount() << std::endl;
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// Create renderbuffers (GPU buffers)
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const std::shared_ptr<Nz::RenderDevice>& renderDevice = window.GetRenderDevice();
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assert(meshIB->GetBuffer()->GetStorage() == Nz::DataStorage::Software);
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assert(meshVB->GetBuffer()->GetStorage() == Nz::DataStorage::Software);
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const Nz::SoftwareBuffer* indexBufferContent = static_cast<const Nz::SoftwareBuffer*>(meshIB->GetBuffer().get());
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const Nz::SoftwareBuffer* vertexBufferContent = static_cast<const Nz::SoftwareBuffer*>(meshVB->GetBuffer().get());
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std::shared_ptr<Nz::RenderBuffer> renderBufferIB = renderDevice->InstantiateBuffer(Nz::BufferType::Index, indexBufferContent->GetSize(), Nz::BufferUsage::DeviceLocal, indexBufferContent->GetData());
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std::shared_ptr<Nz::RenderBuffer> renderBufferVB = renderDevice->InstantiateBuffer(Nz::BufferType::Vertex, vertexBufferContent->GetSize(), Nz::BufferUsage::DeviceLocal, vertexBufferContent->GetData());
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// Texture
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::Texture> texture = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams);
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std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
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struct
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{
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Nz::Matrix4f projectionMatrix;
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Nz::Matrix4f modelMatrix;
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Nz::Matrix4f viewMatrix;
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}
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ubo;
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Nz::Vector2ui windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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ubo.viewMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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ubo.modelMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2);
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Nz::UInt32 uniformSize = sizeof(ubo);
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Nz::RenderPipelineLayoutInfo pipelineLayoutInfo;
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auto& uboBinding = pipelineLayoutInfo.bindings.emplace_back();
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uboBinding.setIndex = 0;
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uboBinding.bindingIndex = 0;
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uboBinding.shaderStageFlags = nzsl::ShaderStageType::Vertex;
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uboBinding.type = Nz::ShaderBindingType::UniformBuffer;
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std::shared_ptr<Nz::RenderPipelineLayout> basePipelineLayout = device->InstantiateRenderPipelineLayout(pipelineLayoutInfo);
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auto& pipelineTextureBinding = pipelineLayoutInfo.bindings.emplace_back();
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pipelineTextureBinding.setIndex = 1;
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pipelineTextureBinding.bindingIndex = 0;
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pipelineTextureBinding.shaderStageFlags = nzsl::ShaderStageType::Fragment;
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pipelineTextureBinding.type = Nz::ShaderBindingType::Sampler;
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std::shared_ptr<Nz::RenderPipelineLayout> renderPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo));
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Nz::ShaderBindingPtr viewerShaderBinding = basePipelineLayout->AllocateShaderBinding(0);
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Nz::ShaderBindingPtr textureShaderBinding = renderPipelineLayout->AllocateShaderBinding(1);
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std::shared_ptr<Nz::RenderBuffer> uniformBuffer = device->InstantiateBuffer(Nz::BufferType::Uniform, uniformSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic);
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viewerShaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::UniformBufferBinding {
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uniformBuffer.get(), 0, uniformSize
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}
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}
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});
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Nz::ShaderBinding::SampledTextureBinding textureBinding {
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texture.get(), textureSampler.get()
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};
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textureShaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::SampledTextureBindings {
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1, &textureBinding
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}
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}
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});
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Nz::RenderPipelineInfo pipelineInfo;
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pipelineInfo.pipelineLayout = renderPipelineLayout;
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pipelineInfo.faceCulling = Nz::FaceCulling::Back;
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pipelineInfo.depthBuffer = true;
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pipelineInfo.shaderModules.emplace_back(fragVertShader);
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auto& pipelineVertexBuffer = pipelineInfo.vertexBuffers.emplace_back();
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pipelineVertexBuffer.binding = 0;
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pipelineVertexBuffer.declaration = meshVB->GetVertexDeclaration();
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std::shared_ptr<Nz::RenderPipeline> pipeline = device->InstantiateRenderPipeline(pipelineInfo);
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std::shared_ptr<Nz::CommandPool> commandPool = renderDevice->InstantiateCommandPool(Nz::QueueType::Graphics);
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Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
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Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
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Nz::Quaternionf camQuat(camAngles);
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window.EnableEventPolling(true);
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Nz::Clock updateClock;
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Nz::Clock secondClock;
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unsigned int fps = 0;
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bool uboUpdate = true;
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Nz::Mouse::SetRelativeMouseMode(true);
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Nz::DebugDrawer debugDrawer(*renderDevice);
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while (window.IsOpen())
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{
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Nz::WindowEvent event;
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while (window.PollEvent(&event))
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{
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switch (event.type)
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{
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case Nz::WindowEventType::Quit:
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window.Close();
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break;
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case Nz::WindowEventType::MouseMoved: // La souris a bougé
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{
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// Gestion de la caméra free-fly (Rotation)
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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uboUpdate = true;
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break;
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}
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case Nz::WindowEventType::Resized:
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{
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windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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uboUpdate = true;
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break;
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}
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default:
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break;
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}
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}
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if (updateClock.GetMilliseconds() > 1000 / 60)
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{
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float cameraSpeed = 2.f * updateClock.GetSeconds();
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updateClock.Restart();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
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// Si la flèche du bas ou la touche S est pressée, on recule
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
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// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
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viewerPos += Nz::Vector3f::Up() * cameraSpeed;
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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uboUpdate = true;
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}
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Nz::RenderFrame frame = window.AcquireFrame();
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if (!frame)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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debugDrawer.Reset(frame);
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debugDrawer.SetViewerData(ubo.viewMatrix * ubo.projectionMatrix);
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Nz::Boxf aabb = spaceship->GetAABB();
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aabb.Transform(ubo.modelMatrix);
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debugDrawer.DrawBox(aabb, Nz::Color::Green);
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ubo.viewMatrix = Nz::Matrix4f::TransformInverse(viewerPos, camAngles);
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if (uboUpdate)
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{
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auto& allocation = frame.GetUploadPool().Allocate(uniformSize);
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std::memcpy(allocation.mappedPtr, &ubo, sizeof(ubo));
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
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{
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builder.PreTransferBarrier();
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builder.CopyBuffer(allocation, uniformBuffer.get());
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Transfer);
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uboUpdate = false;
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}
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debugDrawer.Prepare(frame);
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const Nz::RenderTarget* windowRT = window.GetRenderTarget();
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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{
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Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
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Nz::CommandBufferBuilder::ClearValues clearValues[2];
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clearValues[0].color = Nz::Color::Black;
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
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{
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.BindIndexBuffer(*renderBufferIB, Nz::IndexType::U16);
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builder.BindRenderPipeline(*pipeline);
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builder.BindVertexBuffer(0, *renderBufferVB);
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builder.BindRenderShaderBinding(0, *viewerShaderBinding);
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builder.BindRenderShaderBinding(1, *textureShaderBinding);
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builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.DrawIndexed(meshIB->GetIndexCount());
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debugDrawer.Draw(builder);
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}
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builder.EndRenderPass();
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Graphics);
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frame.Present();
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// On incrémente le compteur de FPS improvisé
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fps++;
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if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
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{
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// Et on insère ces données dans le titre de la fenêtre
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window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
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/*
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Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
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via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
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Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
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cela fonctionnera aussi comme ceci : "Chaîne de caractères".
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*/
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// Et on réinitialise le compteur de FPS
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fps = 0;
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// Et on relance l'horloge pour refaire ça dans une seconde
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secondClock.Restart();
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}
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}
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return EXIT_SUCCESS;
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}
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3
tests/RenderTest/xmake.lua
Normal file
3
tests/RenderTest/xmake.lua
Normal file
@@ -0,0 +1,3 @@
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target("RenderTest")
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add_deps("NazaraRenderer")
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add_files("main.cpp")
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Reference in New Issue
Block a user