#include #include #include #include #include #include #include #include #include #include #include #include #include #include /* [layout(std140)] struct PointLight { color: vec3, position: vec3, constant: f32, linear: f32, quadratic: f32, } [layout(std140)] struct SpotLight { color: vec3, position: vec3, direction: vec3, constant: f32, linear: f32, quadratic: f32, innerAngle: f32, outerAngle: f32, } */ struct PointLight { Nz::Color color = Nz::Color::White; Nz::Vector3f position = Nz::Vector3f::Zero(); float constantAttenuation = 0.2f; float linearAttenuation = 0.1f; float quadraticAttenuation = 0.01f; }; struct SpotLight { Nz::Color color = Nz::Color::White; Nz::Vector3f position = Nz::Vector3f::Zero(); Nz::Vector3f direction = Nz::Vector3f::Forward(); float constantAttenuation = 1.f; float linearAttenuation = 0.1f; float quadraticAttenuation = 0.01f; float innerAngle = std::cos(Nz::DegreeToRadian(15.f)); float outerAngle = std::cos(Nz::DegreeToRadian(20.f)); }; int main() { std::filesystem::path resourceDir = "resources"; if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory(".." / resourceDir)) resourceDir = ".." / resourceDir; Nz::Renderer::Config rendererConfig; std::cout << "Run using Vulkan? (y/n)" << std::endl; //if (std::getchar() == 'y') rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan; //else // rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL; Nz::Modules nazara(rendererConfig); Nz::RenderWindow window; Nz::MeshParams meshParams; meshParams.storage = Nz::DataStorage::Software; meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f)); meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV); std::shared_ptr device = Nz::Graphics::Instance()->GetRenderDevice(); const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo(); std::string windowTitle = "Graphics Test"; if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle)) { std::cout << "Failed to create Window" << std::endl; return __LINE__; } std::shared_ptr spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams); if (!spaceship) { NazaraError("Failed to load model"); return __LINE__; } std::shared_ptr gfxMesh = std::make_shared(*spaceship); // Spaceship texture std::shared_ptr spaceshipDiffuse = Nz::Image::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png"); if (!spaceshipDiffuse || !spaceshipDiffuse->Convert(Nz::PixelFormat::RGBA8_SRGB)) { NazaraError("Failed to load image"); return __LINE__; } Nz::TextureInfo texParams; texParams.pixelFormat = spaceshipDiffuse->GetFormat(); texParams.type = spaceshipDiffuse->GetType(); texParams.width = spaceshipDiffuse->GetWidth(); texParams.height = spaceshipDiffuse->GetHeight(); texParams.depth = spaceshipDiffuse->GetDepth(); std::shared_ptr spaceshipTexture = device->InstantiateTexture(texParams); if (!spaceshipTexture->Update(spaceshipDiffuse->GetConstPixels())) { NazaraError("Failed to update texture"); return __LINE__; } // Plane texture std::shared_ptr devImage = Nz::Image::LoadFromFile(resourceDir / "dev_grey.png"); if (!devImage || !devImage->Convert(Nz::PixelFormat::RGBA8_SRGB)) { NazaraError("Failed to load image"); return __LINE__; } Nz::TextureInfo devTexParams; devTexParams.pixelFormat = devImage->GetFormat(); devTexParams.type = devImage->GetType(); devTexParams.width = devImage->GetWidth(); devTexParams.height = devImage->GetHeight(); devTexParams.depth = devImage->GetDepth(); std::shared_ptr planeTexture = device->InstantiateTexture(devTexParams); if (!planeTexture->Update(devImage->GetConstPixels())) { NazaraError("Failed to update texture"); return __LINE__; } // Texture (alpha-map) std::shared_ptr alphaImage = Nz::Image::LoadFromFile(resourceDir / "alphatile.png"); if (!alphaImage || !alphaImage->Convert(Nz::PixelFormat::RGBA8)) { NazaraError("Failed to load image"); return __LINE__; } Nz::TextureInfo alphaTexParams; alphaTexParams.pixelFormat = alphaImage->GetFormat(); alphaTexParams.type = alphaImage->GetType(); alphaTexParams.width = alphaImage->GetWidth(); alphaTexParams.height = alphaImage->GetHeight(); alphaTexParams.depth = alphaImage->GetDepth(); std::shared_ptr alphaTexture = device->InstantiateTexture(alphaTexParams); if (!alphaTexture->Update(alphaImage->GetConstPixels())) { NazaraError("Failed to update texture"); return __LINE__; } Nz::MeshParams planeParams; planeParams.storage = Nz::DataStorage::Software; std::shared_ptr planeMesh = std::make_shared(); planeMesh->CreateStatic(); planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(10.f, 10.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), planeParams); planeMesh->SetMaterialCount(1); std::shared_ptr planeMeshGfx = std::make_shared(*planeMesh); auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData(); customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Fragment)] = std::make_shared(Nz::ShaderStageType::Fragment, Nz::ShaderLang::Parse(resourceDir / "deferred_frag.nzsl")); customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Vertex)] = std::make_shared(Nz::ShaderStageType::Vertex, Nz::ShaderLang::Parse(resourceDir / "deferred_vert.nzsl")); auto customMatSettings = std::make_shared(std::move(customSettings)); std::shared_ptr spaceshipMat = std::make_shared(customMatSettings); spaceshipMat->EnableDepthBuffer(true); { Nz::BasicMaterial basicMat(*spaceshipMat); basicMat.EnableAlphaTest(false); basicMat.SetAlphaMap(alphaTexture); basicMat.SetDiffuseMap(spaceshipTexture); } std::shared_ptr planeMat = std::make_shared(customMatSettings); planeMat->EnableDepthBuffer(true); { Nz::BasicMaterial basicMat(*planeMat); basicMat.SetDiffuseMap(planeTexture); Nz::TextureSamplerInfo planeSampler; planeSampler.anisotropyLevel = 16; planeSampler.wrapModeU = Nz::SamplerWrap::Repeat; planeSampler.wrapModeV = Nz::SamplerWrap::Repeat; basicMat.SetDiffuseSampler(planeSampler); } Nz::Model spaceshipModel(std::move(gfxMesh)); for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i) spaceshipModel.SetMaterial(i, spaceshipMat); Nz::Model planeModel(std::move(planeMeshGfx)); for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i) planeModel.SetMaterial(i, planeMat); Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets(); Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets(); std::vector viewerDataBuffer(viewerUboOffsets.totalSize); Nz::Vector2ui windowSize = window.GetSize(); Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1); Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f); std::vector instanceDataBuffer(instanceUboOffsets.totalSize); Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings()); { spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding()); Nz::AccessByOffset(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()); std::shared_ptr& instanceDataUBO = modelInstance1.GetInstanceBuffer(); instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size()); } Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings()); { spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding()); Nz::AccessByOffset(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f); std::shared_ptr& instanceDataUBO = modelInstance2.GetInstanceBuffer(); instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size()); } Nz::ModelInstance planeInstance(planeMat->GetSettings()); { planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding()); Nz::AccessByOffset(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f); std::shared_ptr& instanceDataUBO = planeInstance.GetInstanceBuffer(); instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size()); } std::shared_ptr viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO(); Nz::RenderWindowImpl* windowImpl = window.GetImpl(); std::shared_ptr commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics); Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo; fullscreenPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, 0 }); Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo; for (unsigned int i = 0; i < 3; ++i) { lightingPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, i }); } lightingPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, 3 }); /*Nz::FieldOffsets pointLightOffsets(Nz::StructLayout::Std140); std::size_t colorOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3); std::size_t positionOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3); std::size_t constantOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t linearOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t quadraticOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast(deviceInfo.limits.minUniformBufferOffsetAlignment));*/ /* [layout(std140)] struct SpotLight { color: vec3, position: vec3, direction: vec3, constant: f32, linear: f32, quadratic: f32, innerAngle: f32, outerAngle: f32, } */ Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140); std::size_t colorOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3); std::size_t positionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3); std::size_t directionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3); std::size_t constantOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t linearOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t quadraticOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t innerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t outerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetSize(), static_cast(deviceInfo.limits.minUniformBufferOffsetAlignment)); constexpr std::size_t MaxPointLight = 1000; std::shared_ptr lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform); if (!lightUbo->Initialize(MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic)) return __LINE__; std::vector spotLights; /*auto& firstSpot = spotLights.emplace_back(); firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward(); firstSpot.direction = Nz::Vector3f::Up();*/ std::random_device rng; std::mt19937 randomEngine(rng()); std::uniform_int_distribution colorDis(0, 255); std::uniform_real_distribution heightDis(1.5f, 1.95f); std::uniform_real_distribution posDis(-5.f, 5.f); std::uniform_real_distribution dirDis(-1.f, 1.f); std::uniform_real_distribution dirYDis(0.f, 0.75f); for (std::size_t i = 0; i < 100; ++i) { auto& light = spotLights.emplace_back(); light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine)); light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine)); light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal(); } const std::shared_ptr& vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV); unsigned int offscreenWidth = window.GetSize().x; unsigned int offscreenHeight = window.GetSize().y; // Fullscreen data Nz::RenderPipelineInfo fullscreenPipelineInfo; fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip; fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo); fullscreenPipelineInfo.vertexBuffers.push_back({ 0, vertexDeclaration }); fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {})); fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {})); std::shared_ptr fullscreenPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfo); Nz::RenderPipelineInfo lightingPipelineInfo; lightingPipelineInfo.blending = true; lightingPipelineInfo.blend.dstColor = Nz::BlendFunc::One; lightingPipelineInfo.blend.srcColor = Nz::BlendFunc::One; lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip; lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo); lightingPipelineInfo.vertexBuffers.push_back({ 0, vertexDeclaration }); lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {})); std::shared_ptr lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo); std::vector> lightingShaderBindings; std::array vertexData = { { { Nz::Vector3f(-1.f, 1.f, 0.0f), Nz::Vector2f(0.0f, 1.0f), }, { Nz::Vector3f(-1.f, -3.f, 0.0f), Nz::Vector2f(0.0f, -1.0f), }, { Nz::Vector3f(3.f, 1.f, 0.0f), Nz::Vector2f(2.0f, 1.0f), } } }; /*std::array vertexData = { { { Nz::Vector3f(-1.f, -1.f, 0.0f), Nz::Vector2f(0.0f, 0.0f), }, { Nz::Vector3f(1.f, -1.f, 0.0f), Nz::Vector2f(1.0f, 0.0f), }, { Nz::Vector3f(-1.f, 1.f, 0.0f), Nz::Vector2f(0.0f, 1.0f), }, { Nz::Vector3f(1.f, 1.f, 0.0f), Nz::Vector2f(1.0f, 1.0f), }, } };*/ std::shared_ptr vertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex); if (!vertexBuffer->Initialize(vertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal)) return __LINE__; if (!vertexBuffer->Fill(vertexData.data(), 0, vertexBuffer->GetSize())) return __LINE__; std::shared_ptr finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(); std::size_t colorTexture; std::size_t normalTexture; std::size_t positionTexture; std::size_t depthBuffer; std::size_t backbuffer; bool viewerUboUpdate = true; Nz::BakedFrameGraph bakedGraph = [&]{ Nz::FrameGraph graph; colorTexture = graph.AddAttachment({ "Color", Nz::PixelFormat::RGBA8 }); normalTexture = graph.AddAttachment({ "Normal", Nz::PixelFormat::RGBA8 }); positionTexture = graph.AddAttachment({ "Position", Nz::PixelFormat::RGBA32F }); depthBuffer = graph.AddAttachment({ "Depth buffer", Nz::PixelFormat::Depth24Stencil8 }); backbuffer = graph.AddAttachment({ "Backbuffer", Nz::PixelFormat::RGBA8 }); Nz::FramePass& gbufferPass = graph.AddPass("GBuffer"); std::size_t geometryAlbedo = gbufferPass.AddOutput(colorTexture); gbufferPass.SetClearColor(geometryAlbedo, Nz::Color::Black); std::size_t geometryNormal = gbufferPass.AddOutput(normalTexture); gbufferPass.SetClearColor(geometryNormal, Nz::Color::Black); std::size_t positionAttachment = gbufferPass.AddOutput(positionTexture); gbufferPass.SetClearColor(positionAttachment, Nz::Color::Black); gbufferPass.SetDepthStencilClear(1.f, 0); gbufferPass.SetDepthStencilOutput(depthBuffer); gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder) { builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) }); builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) }); for (Nz::ModelInstance& modelInstance : { std::ref(modelInstance1), std::ref(modelInstance2) }) { builder.BindShaderBinding(modelInstance.GetShaderBinding()); for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i) { builder.BindIndexBuffer(spaceshipModel.GetIndexBuffer(i).get()); builder.BindVertexBuffer(0, spaceshipModel.GetVertexBuffer(i).get()); builder.BindPipeline(*spaceshipModel.GetRenderPipeline(i)); builder.DrawIndexed(static_cast(spaceshipModel.GetIndexCount(i))); } } // Plane builder.BindShaderBinding(planeInstance.GetShaderBinding()); for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i) { builder.BindIndexBuffer(planeModel.GetIndexBuffer(i).get()); builder.BindVertexBuffer(0, planeModel.GetVertexBuffer(i).get()); builder.BindPipeline(*planeModel.GetRenderPipeline(i)); builder.DrawIndexed(static_cast(planeModel.GetIndexCount(i))); } }); Nz::FramePass& lightingPass = graph.AddPass("Lighting pass"); lightingPass.SetExecutionCallback([&] { return (viewerUboUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute; }); lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder) { builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) }); builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) }); builder.BindPipeline(*lightingPipeline); builder.BindVertexBuffer(0, vertexBuffer.get()); for (std::size_t i = 0; i < spotLights.size(); ++i) { builder.BindShaderBinding(*lightingShaderBindings[i]); builder.Draw(3); } }); lightingPass.AddInput(colorTexture); lightingPass.AddInput(normalTexture); lightingPass.AddInput(positionTexture); lightingPass.SetClearColor(lightingPass.AddOutput(backbuffer), Nz::Color::Black); //lightingPass.SetDepthStencilInput(depthBuffer); graph.SetBackbufferOutput(backbuffer); return graph.Bake(); }(); bakedGraph.Resize(offscreenWidth, offscreenHeight); std::shared_ptr textureSampler = device->InstantiateTextureSampler({}); for (std::size_t i = 0; i < MaxPointLight; ++i) { std::shared_ptr lightingShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding(); lightingShaderBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(colorTexture).get(), textureSampler.get() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(normalTexture).get(), textureSampler.get() } }, { 2, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(positionTexture).get(), textureSampler.get() } }, { 3, Nz::ShaderBinding::UniformBufferBinding { lightUbo.get(), i * alignedSpotLightSize, spotLightOffsets.GetSize() } } }); lightingShaderBindings.emplace_back(std::move(lightingShaderBinding)); } finalBlitBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(backbuffer).get(), textureSampler.get() } } }); Nz::CommandBufferPtr drawCommandBuffer; auto RebuildCommandBuffer = [&] { Nz::Vector2ui windowSize = window.GetSize(); drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder) { Nz::Recti windowRenderRect(0, 0, window.GetSize().x, window.GetSize().y); builder.TextureBarrier(Nz::PipelineStage::ColorOutput, Nz::PipelineStage::FragmentShader, Nz::MemoryAccess::ColorWrite, Nz::MemoryAccess::ShaderRead, Nz::TextureLayout::ColorOutput, Nz::TextureLayout::ColorInput, *bakedGraph.GetAttachmentTexture(backbuffer)); builder.BeginDebugRegion("Main window rendering", Nz::Color::Green); { builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), windowRenderRect); { 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(*finalBlitBinding); builder.BindPipeline(*fullscreenPipeline); builder.BindVertexBuffer(0, vertexBuffer.get()); builder.Draw(3); } builder.EndRenderPass(); } builder.EndDebugRegion(); }); }; RebuildCommandBuffer(); Nz::Vector3f viewerPos = Nz::Vector3f::Zero(); Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f); Nz::Quaternionf camQuat(camAngles); window.EnableEventPolling(true); Nz::Clock updateClock; Nz::Clock secondClock; unsigned int fps = 0; std::size_t totalFrameCount = 0; Nz::Mouse::SetRelativeMouseMode(true); while (window.IsOpen()) { Nz::WindowEvent event; while (window.PollEvent(&event)) { switch (event.type) { case Nz::WindowEventType::Quit: window.Close(); break; case Nz::WindowEventType::MouseMoved: // La souris a bougé { // Gestion de la caméra free-fly (Rotation) float sensitivity = 0.3f; // Sensibilité de la souris // On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity); // Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f); camQuat = camAngles; viewerUboUpdate = true; break; } case Nz::WindowEventType::KeyPressed: { if (event.key.scancode == Nz::Keyboard::Scancode::Space) { auto& whiteLight = spotLights.emplace_back(); whiteLight.constantAttenuation = 0.8f; whiteLight.position = viewerPos; whiteLight.direction = camQuat * Nz::Vector3f::Forward(); viewerUboUpdate = true; } break; } case Nz::WindowEventType::Resized: { Nz::Vector2ui windowSize = window.GetSize(); Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f); viewerUboUpdate = true; break; } default: break; } } if (updateClock.GetMilliseconds() > 1000 / 60) { float cameraSpeed = 2.f * updateClock.GetSeconds(); updateClock.Restart(); if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z)) viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed; // Si la flèche du bas ou la touche S est pressée, on recule if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S)) viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed; // Etc... if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q)) viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed; // Etc... if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D)) viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed; // Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation) if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift)) viewerPos += Nz::Vector3f::Up() * cameraSpeed; // Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc... if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl)) viewerPos += Nz::Vector3f::Down() * cameraSpeed; viewerUboUpdate = true; } Nz::RenderFrame frame = windowImpl->Acquire(); if (!frame) continue; if (frame.IsFramebufferInvalidated()) RebuildCommandBuffer(); if (viewerUboUpdate) { Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles); //Nz::AccessByOffset(lightData.data(), colorOffset) = Nz::Vector3f(std::sin(totalFrameCount / 10000.f) * 0.5f + 0.5f, std::cos(totalFrameCount / 1000.f) * 0.5f + 0.5f, std::sin(totalFrameCount / 100.f) * 0.5f + 0.5f); Nz::UploadPool& uploadPool = frame.GetUploadPool(); frame.Execute([&](Nz::CommandBufferBuilder& builder) { builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow); { builder.PreTransferBarrier(); auto& viewerDataAllocation = uploadPool.Allocate(viewerDataBuffer.size()); std::memcpy(viewerDataAllocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size()); builder.CopyBuffer(viewerDataAllocation, viewerDataUBO.get()); if (!spotLights.empty()) { auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size()); Nz::UInt8* lightDataPtr = static_cast(lightDataAllocation.mappedPtr); for (const SpotLight& spotLight : spotLights) { Nz::AccessByOffset(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f); Nz::AccessByOffset(lightDataPtr, positionOffset) = spotLight.position; Nz::AccessByOffset(lightDataPtr, directionOffset) = spotLight.direction; Nz::AccessByOffset(lightDataPtr, constantOffset) = spotLight.constantAttenuation; Nz::AccessByOffset(lightDataPtr, linearOffset) = spotLight.linearAttenuation; Nz::AccessByOffset(lightDataPtr, quadraticOffset) = spotLight.quadraticAttenuation; Nz::AccessByOffset(lightDataPtr, innerAngleOffset) = spotLight.innerAngle; Nz::AccessByOffset(lightDataPtr, outerAngleOffset) = spotLight.outerAngle; lightDataPtr += alignedSpotLightSize; } builder.CopyBuffer(lightDataAllocation, lightUbo.get()); } spaceshipMat->UpdateBuffers(uploadPool, builder); builder.PostTransferBarrier(); } builder.EndDebugRegion(); }, Nz::QueueType::Transfer); } bakedGraph.Execute(frame); frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics); frame.Present(); window.Display(); viewerUboUpdate = false; // On incrémente le compteur de FPS improvisé fps++; totalFrameCount++; if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes { // Et on insère ces données dans le titre de la fenêtre window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS"); /* Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier, via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res". Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier), cela fonctionnera aussi comme ceci : "Chaîne de caractères". */ // Et on réinitialise le compteur de FPS fps = 0; // Et on relance l'horloge pour refaire ça dans une seconde secondClock.Restart(); } } return EXIT_SUCCESS; }