#include #include #include #include #include #include #include #include #include #include NAZARA_REQUEST_DEDICATED_GPU() constexpr std::size_t BloomSubdivisionCount = 5; /* [layout(std140)] struct PointLight { color: vec3[f32], position: vec3[f32], constant: f32, linear: f32, quadratic: f32, } [layout(std140)] struct SpotLight { color: vec3[f32], position: vec3[f32], direction: vec3[f32], 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 radius = 1.f; }; struct SpotLight { Nz::Color color = Nz::Color::White; Nz::Matrix4f transformMatrix; Nz::Vector3f position = Nz::Vector3f::Zero(); Nz::Vector3f direction = Nz::Vector3f::Forward(); float radius = 1.f; Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f); Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(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::ShaderWriter::States states; states.shaderModuleResolver = Nz::Graphics::Instance()->GetShaderModuleResolver(); Nz::RenderWindow window; Nz::MeshParams meshParams; meshParams.center = true; meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.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); Nz::TextureParams texParams; texParams.renderDevice = device; texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB; // Plane Nz::MeshParams meshPrimitiveParams; meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV); std::shared_ptr planeMesh = std::make_shared(); planeMesh->CreateStatic(); planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Identity(), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams); //planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams); planeMesh->SetMaterialCount(1); std::shared_ptr planeMeshGfx = std::make_shared(*planeMesh); // Skybox meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ); std::shared_ptr cubeMesh = std::make_shared(); cubeMesh->CreateStatic(); cubeMesh->BuildSubMesh(Nz::Primitive::Box(Nz::Vector3f::Unit(), Nz::Vector3ui(0), Nz::Matrix4f::Scale({ 1.f, -1.f, 1.f })), meshPrimitiveParams); cubeMesh->SetMaterialCount(1); std::shared_ptr cubeMeshGfx = std::make_shared(*cubeMesh); Nz::RenderPipelineLayoutInfo skyboxPipelineLayoutInfo; skyboxPipelineLayoutInfo.bindings.push_back({ 0, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType_All }); auto& textureBinding = skyboxPipelineLayoutInfo.bindings.emplace_back(); textureBinding.setIndex = 0; textureBinding.bindingIndex = 1; textureBinding.shaderStageFlags = Nz::ShaderStageType::Fragment; textureBinding.type = Nz::ShaderBindingType::Texture; std::shared_ptr skyboxPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(skyboxPipelineLayoutInfo)); Nz::RenderPipelineInfo skyboxPipelineInfo; skyboxPipelineInfo.depthBuffer = true; skyboxPipelineInfo.depthCompare = Nz::RendererComparison::Equal; skyboxPipelineInfo.faceCulling = true; skyboxPipelineInfo.cullingSide = Nz::FaceSide::Front; skyboxPipelineInfo.pipelineLayout = skyboxPipelineLayout; skyboxPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "skybox.nzsl", states)); skyboxPipelineInfo.vertexBuffers.push_back({ 0, meshPrimitiveParams.vertexDeclaration }); std::shared_ptr skyboxPipeline = device->InstantiateRenderPipeline(std::move(skyboxPipelineInfo)); // Skybox std::shared_ptr skyboxTexture; { Nz::Image skyboxImage(Nz::ImageType::Cubemap, Nz::PixelFormat::RGBA8, 2048, 2048); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_right1.png"); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_top3.png"); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_front5.png"); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_left2.png"); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_bottom4.png"); skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_back6.png"); skyboxTexture = Nz::Texture::CreateFromImage(skyboxImage, texParams); } // Cone mesh std::shared_ptr coneMesh = std::make_shared(); coneMesh->CreateStatic(); coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams); coneMesh->SetMaterialCount(1); std::shared_ptr coneMeshGfx = std::make_shared(*coneMesh); auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData(); customSettings.shaders.clear(); customSettings.shaders.emplace_back(std::make_shared(Nz::ShaderStageType::Fragment, Nz::ShaderLang::ParseFromFile(resourceDir / "deferred_frag.nzsl"))); customSettings.shaders.emplace_back(std::make_shared(Nz::ShaderStageType::Vertex, Nz::ShaderLang::ParseFromFile(resourceDir / "deferred_vert.nzsl"))); auto customMatSettings = std::make_shared(std::move(customSettings)); std::shared_ptr spaceshipMat = std::make_shared(); std::shared_ptr spaceshipMatPass = std::make_shared(customMatSettings); spaceshipMatPass->EnableDepthBuffer(true); { Nz::BasicMaterial basicMat(*spaceshipMatPass); basicMat.EnableAlphaTest(false); basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams)); } spaceshipMat->AddPass("ForwardPass", spaceshipMatPass); std::shared_ptr flareMaterial = std::make_shared(); std::shared_ptr flareMaterialPass; { flareMaterialPass = std::make_shared(Nz::BasicMaterial::GetSettings()); flareMaterialPass->EnableDepthBuffer(true); flareMaterialPass->EnableDepthWrite(false); flareMaterialPass->EnableDepthClamp(true); flareMaterialPass->EnableFlag(Nz::MaterialPassFlag::SortByDistance); flareMaterialPass->EnableBlending(true); flareMaterialPass->SetBlendEquation(Nz::BlendEquation::Add, Nz::BlendEquation::Add); flareMaterialPass->SetBlendFunc(Nz::BlendFunc::SrcAlpha, Nz::BlendFunc::InvSrcAlpha, Nz::BlendFunc::One, Nz::BlendFunc::Zero); Nz::BasicMaterial Osef(*flareMaterialPass); Osef.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "flare1.png", texParams)); flareMaterial->AddPass("ForwardPass", flareMaterialPass); } std::shared_ptr planeMat = std::make_shared(); std::shared_ptr planeMatPass = std::make_shared(customMatSettings); planeMatPass->EnableDepthBuffer(true); { Nz::BasicMaterial basicMat(*planeMatPass); basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams)); Nz::TextureSamplerInfo planeSampler; planeSampler.anisotropyLevel = 16; planeSampler.wrapModeU = Nz::SamplerWrap::Repeat; planeSampler.wrapModeV = Nz::SamplerWrap::Repeat; basicMat.SetDiffuseSampler(planeSampler); } planeMat->AddPass("ForwardPass", planeMatPass); Nz::Model spaceshipModel(std::move(gfxMesh), spaceship->GetAABB()); for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i) spaceshipModel.SetMaterial(i, spaceshipMat); Nz::Model planeModel(std::move(planeMeshGfx), planeMesh->GetAABB()); 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(); Nz::Vector2ui windowSize = window.GetSize(); Nz::ViewerInstance viewerInstance; viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize)); viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 1)); Nz::WorldInstance modelInstance1; modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Left() + Nz::Vector3f::Up())); Nz::WorldInstance modelInstance2; modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Right() + Nz::Vector3f::Up())); Nz::WorldInstance planeInstance; Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo; lightingPipelineLayoutInfo.bindings.push_back({ 0, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType_All }); for (unsigned int i = 0; i < 3; ++i) { lightingPipelineLayoutInfo.bindings.push_back({ 0, i + 1, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, }); } lightingPipelineLayoutInfo.bindings.push_back({ 1, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, }); /*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[f32], position: vec3[f32], direction: vec3[f32], constant: f32, linear: f32, quadratic: f32, innerAngle: f32, outerAngle: f32, } */ Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140); std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(Nz::StructFieldType::Float1, 4, 4, true); 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 radiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1); std::size_t invRadiusOffset = 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.GetAlignedSize(), static_cast(deviceInfo.limits.minUniformBufferOffsetAlignment)); constexpr std::size_t MaxPointLight = 2000; std::shared_ptr lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform, MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write); 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(0.15f, 1.f); std::uniform_real_distribution posDis(-10.f, 10.f); std::uniform_real_distribution dirDis(-1.f, 1.f); std::uniform_real_distribution dirYDis(-0.33f, 0.f); std::uniform_real_distribution radiusDis(1.f, 5.f); for (std::size_t i = 0; i < 1000; ++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(); light.radius = radiusDis(randomEngine); } const std::shared_ptr& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XY_UV); unsigned int offscreenWidth = windowSize.x; unsigned int offscreenHeight = windowSize.y; // Bloom data Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfoViewer; fullscreenPipelineLayoutInfoViewer.bindings.push_back({ 0, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType_All }); fullscreenPipelineLayoutInfoViewer.bindings.push_back({ 0, 1, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, }); Nz::RenderPipelineInfo fullscreenPipelineInfoViewer; fullscreenPipelineInfoViewer.primitiveMode = Nz::PrimitiveMode::TriangleList; fullscreenPipelineInfoViewer.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfoViewer); fullscreenPipelineInfoViewer.vertexBuffers.push_back({ 0, fullscreenVertexDeclaration }); fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", states)); std::shared_ptr bloomBrightShaderBinding; std::shared_ptr bloomBrightPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer); // Gaussian Blur Nz::RenderPipelineLayoutInfo gaussianBlurPipelineLayoutInfo = fullscreenPipelineLayoutInfoViewer; gaussianBlurPipelineLayoutInfo.bindings.push_back({ 0, 2, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, }); Nz::RenderPipelineInfo gaussianBlurPipelineInfo = fullscreenPipelineInfoViewer; gaussianBlurPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(gaussianBlurPipelineLayoutInfo); Nz::FieldOffsets gaussianBlurDataOffsets(Nz::StructLayout::Std140); std::size_t gaussianBlurDataDirection = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float2); std::size_t gaussianBlurDataSize = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float1); gaussianBlurPipelineInfo.shaderModules.clear(); gaussianBlurPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", states)); std::shared_ptr gaussianBlurPipeline = device->InstantiateRenderPipeline(gaussianBlurPipelineInfo); std::vector> gaussianBlurShaderBinding(BloomSubdivisionCount * 2); std::vector gaussianBlurData(gaussianBlurDataOffsets.GetSize()); std::vector> gaussianBlurUbos; float sizeFactor = 2.f; for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) { Nz::AccessByOffset(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(1.f, 0.f); Nz::AccessByOffset(gaussianBlurData.data(), gaussianBlurDataSize) = sizeFactor; std::shared_ptr horizontalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform, gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, gaussianBlurData.data()); Nz::AccessByOffset(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(0.f, 1.f); std::shared_ptr verticalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform, gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, gaussianBlurData.data()); sizeFactor *= 2.f; gaussianBlurUbos.push_back(horizontalBlurData); gaussianBlurUbos.push_back(verticalBlurData); } // Tone mapping std::shared_ptr toneMappingShaderBinding; fullscreenPipelineInfoViewer.shaderModules.clear(); fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "tone_mapping.nzsl", states)); std::shared_ptr toneMappingPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer); // Bloom blend std::shared_ptr bloomBlitBinding; Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo; bloomBlendPipelineLayoutInfo.bindings.push_back({ 0, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType_All }); /*bloomBlendPipelineLayoutInfo.bindings.push_back({ 0, 1, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, });*/ bloomBlendPipelineLayoutInfo.bindings.push_back({ 0, 2, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, }); Nz::RenderPipelineInfo bloomBlendPipelineInfo; bloomBlendPipelineInfo.blending = true; bloomBlendPipelineInfo.blend.dstColor = Nz::BlendFunc::One; bloomBlendPipelineInfo.blend.srcColor = Nz::BlendFunc::One; bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList; bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo); bloomBlendPipelineInfo.vertexBuffers.push_back({ 0, fullscreenVertexDeclaration }); bloomBlendPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_final.nzsl", states)); std::shared_ptr bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo); std::vector> bloomBlendShaderBinding(BloomSubdivisionCount); // Gamma correction Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo; fullscreenPipelineLayoutInfo.bindings.push_back({ 0, 0, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, }); Nz::RenderPipelineInfo fullscreenPipelineInfo; fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList; fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo); fullscreenPipelineInfo.vertexBuffers.push_back({ 0, fullscreenVertexDeclaration }); fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gamma.nzsl", states)); // God rays Nz::RenderPipelineLayoutInfo godraysPipelineLayoutInfo; godraysPipelineLayoutInfo.bindings = { { { 0, 0, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, }, { 0, 1, Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, }, { 0, 2, Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, }, } }; Nz::RenderPipelineInfo godraysPipelineInfo; godraysPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList; godraysPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(godraysPipelineLayoutInfo); godraysPipelineInfo.vertexBuffers.push_back({ 0, fullscreenVertexDeclaration }); godraysPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "god_rays.nzsl", states)); std::shared_ptr godraysPipeline = device->InstantiateRenderPipeline(godraysPipelineInfo); Nz::FieldOffsets godraysFieldOffsets(Nz::StructLayout::Std140); std::size_t gr_exposureOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1); std::size_t gr_decayOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1); std::size_t gr_densityOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1); std::size_t gr_weightOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1); std::size_t gr_lightPositionOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float2); std::shared_ptr godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0); /* uniformExposure = 0.0034f; uniformDecay = 1.0f; uniformDensity = 0.84f; uniformWeight = 5.65f; */ std::vector godRaysData(godraysFieldOffsets.GetSize()); Nz::AccessByOffset(godRaysData.data(), gr_exposureOffset) = 0.0034f; Nz::AccessByOffset(godRaysData.data(), gr_decayOffset) = 0.99f; Nz::AccessByOffset(godRaysData.data(), gr_densityOffset) = 0.95f; Nz::AccessByOffset(godRaysData.data(), gr_weightOffset) = 5.65f; Nz::AccessByOffset(godRaysData.data(), gr_lightPositionOffset) = Nz::Vector2f(0.5f, 0.1f); std::shared_ptr godRaysUBO = device->InstantiateBuffer(Nz::BufferType::Uniform, godRaysData.size(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, godRaysData.data()); std::shared_ptr godRaysBlitShaderBinding; const std::shared_ptr& lightingVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV); 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::TriangleList; lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo); lightingPipelineInfo.vertexBuffers.push_back({ 0, meshPrimitiveParams.vertexDeclaration }); lightingPipelineInfo.depthBuffer = false; lightingPipelineInfo.faceCulling = true; lightingPipelineInfo.cullingSide = Nz::FaceSide::Front; lightingPipelineInfo.stencilTest = true; lightingPipelineInfo.stencilBack.compare = Nz::RendererComparison::NotEqual; lightingPipelineInfo.stencilBack.fail = Nz::StencilOperation::Zero; lightingPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Zero; lightingPipelineInfo.stencilBack.pass = Nz::StencilOperation::Zero; lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", states)); std::shared_ptr lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo); Nz::RenderPipelineInfo stencilPipelineInfo; stencilPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList; stencilPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo); stencilPipelineInfo.vertexBuffers.push_back({ 0, meshPrimitiveParams.vertexDeclaration }); stencilPipelineInfo.colorWrite = false; stencilPipelineInfo.depthBuffer = true; stencilPipelineInfo.depthWrite = false; stencilPipelineInfo.faceCulling = false; stencilPipelineInfo.stencilTest = true; stencilPipelineInfo.stencilFront.compare = Nz::RendererComparison::Always; stencilPipelineInfo.stencilFront.depthFail = Nz::StencilOperation::Invert; stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always; stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert; stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", states)); std::shared_ptr stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo); std::vector> lightingShaderBindings; std::array vertexData = { { { Nz::Vector2f(-1.f, 1.f), Nz::Vector2f(0.0f, 1.0f), }, { Nz::Vector2f(-1.f, -3.f), Nz::Vector2f(0.0f, -1.0f), }, { Nz::Vector2f(3.f, 1.f), 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 fullscreenVertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex, fullscreenVertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Write, vertexData.data()); std::shared_ptr bloomSkipBlit; std::shared_ptr finalBlitBinding; bool lightUpdate = true; std::shared_ptr textureSampler = device->InstantiateTextureSampler({}); std::shared_ptr skyboxShaderBinding = skyboxPipelineLayout->AllocateShaderBinding(0); skyboxShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { skyboxTexture.get(), textureSampler.get() } } }); std::shared_ptr gbufferShaderBinding; bool bloomEnabled = true; bool forwardEnabled = true; bool lightAnimation = true; std::size_t colorTexture; std::size_t normalTexture; std::size_t positionTexture; std::size_t depthBuffer1; std::size_t depthBuffer2; std::size_t bloomBrightOutput; std::size_t bloomOutput; std::vector bloomTextures(BloomSubdivisionCount * 2); std::size_t lightOutput; std::size_t occluderTexture; std::size_t godRaysTexture; std::size_t toneMappingOutput; Nz::SpriteChainRenderer spritechainRenderer(*device); std::unique_ptr spriteRendererData = spritechainRenderer.InstanciateData(); Nz::Sprite flareSprite(flareMaterial); flareSprite.SetSize({ 128.f, 128.f }); flareSprite.SetSize(flareSprite.GetSize() * 0.1f); flareSprite.SetOrigin(flareSprite.GetSize() / 2.f); Nz::Vector3f flarePosition = { 0.f, 6.f, 100.f }; Nz::WorldInstance flareInstance; flareInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(flarePosition)); Nz::SubmeshRenderer submeshRenderer; std::unique_ptr submeshRendererData = submeshRenderer.InstanciateData(); std::size_t forwardPassIndex = Nz::Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("ForwardPass"); Nz::RenderFrame* currentFrame = nullptr; Nz::BakedFrameGraph bakedGraph = [&] { Nz::PixelFormat depthStencilFormat = Nz::PixelFormat::Undefined; for (Nz::PixelFormat candidate : { Nz::PixelFormat::Depth24Stencil8, Nz::PixelFormat::Depth32FStencil8, Nz::PixelFormat::Depth16Stencil8 }) { if (device->IsTextureFormatSupported(candidate, Nz::TextureUsage::DepthStencilAttachment)) { depthStencilFormat = candidate; break; } } if (depthStencilFormat == Nz::PixelFormat::Undefined) { std::cerr << "no depth-stencil format found" << std::endl; std::exit(__LINE__); } Nz::FrameGraph graph; colorTexture = graph.AddAttachment({ "Color", Nz::PixelFormat::RGBA8 }); normalTexture = graph.AddAttachment({ "Normal", Nz::PixelFormat::RGBA8 }); positionTexture = graph.AddAttachment({ "Position", Nz::PixelFormat::RGBA32F }); depthBuffer1 = graph.AddAttachment({ "Depth buffer", depthStencilFormat }); depthBuffer2 = graph.AddAttachment({ "Depth buffer", depthStencilFormat }); lightOutput = graph.AddAttachment({ "Light output", Nz::PixelFormat::RGBA16F }); occluderTexture = graph.AddAttachment({ "Occluder texture", Nz::PixelFormat::RGBA8, }); godRaysTexture = graph.AddAttachment({ "God rays texture", Nz::PixelFormat::RGBA16F, 50'000, 50'000 }); bloomOutput = graph.AddAttachmentProxy("Bloom output", lightOutput); unsigned int bloomSize = 50'000; bloomBrightOutput = graph.AddAttachment({ "Bloom bright output", Nz::PixelFormat::RGBA16F, bloomSize, bloomSize }); for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) { bloomTextures[i * 2 + 0] = graph.AddAttachment({ "Bloom texture #" + std::to_string(i), Nz::PixelFormat::RGBA16F, bloomSize, bloomSize }); bloomTextures[i * 2 + 1] = graph.AddAttachment({ "Bloom texture #" + std::to_string(i), Nz::PixelFormat::RGBA16F, bloomSize, bloomSize }); bloomSize /= 2; } toneMappingOutput = graph.AddAttachment({ "Tone mapping", Nz::PixelFormat::RGBA8, 100'000, 100'000 }); 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(depthBuffer1); gbufferPass.SetExecutionCallback([&] { return Nz::FramePassExecution::Execute; }); gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetViewport(env.renderRect); std::vector> elements; spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, env.renderRect); spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, env.renderRect); planeModel.BuildElement(forwardPassIndex, planeInstance, elements, env.renderRect); std::vector> elementPointers; std::vector renderStates(elements.size()); elementPointers.reserve(elements.size()); for (const auto& element : elements) elementPointers.emplace_back(element.get()); submeshRenderer.Prepare(viewerInstance, *submeshRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data()); submeshRenderer.PrepareEnd(*currentFrame, *spriteRendererData); submeshRenderer.Render(viewerInstance, *submeshRendererData, builder, elementPointers.size(), elementPointers.data()); }); Nz::FramePass& lightingPass = graph.AddPass("Lighting pass"); lightingPass.SetExecutionCallback([&] { return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute; }); lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); //builder.BindVertexBuffer(0, vertexBuffer.get()); builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get()); builder.BindVertexBuffer(0, *coneMeshGfx->GetVertexBuffer(0).get()); builder.BindShaderBinding(0, *gbufferShaderBinding); for (std::size_t i = 0; i < spotLights.size(); ++i) { builder.BindShaderBinding(1, *lightingShaderBindings[i]); builder.BindPipeline(*stencilPipeline); builder.DrawIndexed(coneMeshGfx->GetIndexCount(0)); builder.BindPipeline(*lightingPipeline); builder.DrawIndexed(coneMeshGfx->GetIndexCount(0)); } }); lightingPass.AddInput(colorTexture); lightingPass.AddInput(normalTexture); lightingPass.AddInput(positionTexture); lightingPass.SetClearColor(lightingPass.AddOutput(lightOutput), Nz::Color::Black); lightingPass.SetDepthStencilInput(depthBuffer1); Nz::FramePass& forwardPass = graph.AddPass("Forward pass"); forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *skyboxShaderBinding); builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0)); builder.BindVertexBuffer(0, *cubeMeshGfx->GetVertexBuffer(0)); builder.BindPipeline(*skyboxPipeline); builder.DrawIndexed(Nz::SafeCast(cubeMeshGfx->GetIndexCount(0))); std::vector> elements; flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect); std::vector> elementPointers; std::vector renderStates(elements.size()); elementPointers.reserve(elements.size()); for (const auto& element : elements) elementPointers.emplace_back(element.get()); spritechainRenderer.Prepare(viewerInstance, *spriteRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data()); spritechainRenderer.Render(viewerInstance, *spriteRendererData, builder, elementPointers.size(), elementPointers.data()); }); forwardPass.SetExecutionCallback([&] { return (forwardEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); forwardPass.AddInput(lightOutput); forwardPass.AddOutput(lightOutput); forwardPass.SetDepthStencilInput(depthBuffer1); forwardPass.SetDepthStencilOutput(depthBuffer2); Nz::FramePass& occluderPass = graph.AddPass("Occluder pass"); occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetViewport(env.renderRect); std::vector> elements; flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect); std::vector> elementPointers; std::vector renderStates(elements.size()); elementPointers.reserve(elements.size()); for (const auto& element : elements) elementPointers.emplace_back(element.get()); spritechainRenderer.Prepare(viewerInstance, *spriteRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data()); spritechainRenderer.PrepareEnd(*currentFrame, *spriteRendererData); spritechainRenderer.Render(viewerInstance, *spriteRendererData, builder, elementPointers.size(), elementPointers.data()); }); occluderPass.AddOutput(occluderTexture); occluderPass.SetClearColor(0, Nz::Color::Black); occluderPass.SetDepthStencilInput(depthBuffer1); Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass"); godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *godRaysShaderBinding); builder.BindPipeline(*godraysPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); }); godraysPass.AddInput(occluderTexture); godraysPass.AddOutput(godRaysTexture); Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels"); bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *bloomBrightShaderBinding); builder.BindPipeline(*bloomBrightPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); }); bloomBrightPass.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBrightPass.AddInput(lightOutput); bloomBrightPass.AddOutput(bloomBrightOutput); std::size_t bloomTextureIndex = 0; for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) { Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal"); bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]); builder.BindPipeline(*gaussianBlurPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); }); bloomBlurPassHorizontal.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBlurPassHorizontal.AddInput((i == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]); bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]); Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical"); bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]); builder.BindPipeline(*gaussianBlurPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); }); bloomBlurPassVertical.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBlurPassVertical.AddInput(bloomTextures[bloomTextureIndex++]); bloomBlurPassVertical.AddOutput(bloomTextures[bloomTextureIndex]); } Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend"); bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); // Blend bloom builder.BindPipeline(*bloomBlendPipeline); for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) { builder.BindShaderBinding(0, *bloomBlendShaderBinding[i]); builder.Draw(3); } // God rays builder.BindShaderBinding(0, *godRaysBlitShaderBinding); builder.Draw(3); }); bloomBlendPass.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBlendPass.AddInput(lightOutput); bloomBlendPass.AddInput(godRaysTexture); bloomBlendPass.SetReadInput(0, false); for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) bloomBlendPass.AddInput(bloomTextures[i * 2 + 1]); bloomBlendPass.AddOutput(bloomOutput); Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping"); toneMappingPass.AddInput(bloomOutput); toneMappingPass.AddOutput(toneMappingOutput); toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env) { builder.SetScissor(env.renderRect); builder.SetViewport(env.renderRect); builder.BindShaderBinding(0, *toneMappingShaderBinding); builder.BindPipeline(*toneMappingPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); }); graph.AddBackbufferOutput(toneMappingOutput); return graph.Bake(); }(); Nz::Vector3f viewerPos = Nz::Vector3f::Backward() * 10.f + Nz::Vector3f::Up() * 3.f; Nz::EulerAnglesf camAngles(-30.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); float elapsedTime = 0.f; Nz::UInt64 time = Nz::GetElapsedMicroseconds(); auto ComputeLightAnimationSpeed = [](const Nz::Vector3f& position) { return position.GetLength() / 15.f; }; auto AnimateLightPosition = [](const Nz::Vector3f& position, float rotationSpeed, float elapsedTime) { rotationSpeed *= 45.f; return Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * rotationSpeed, 0.f)) * position; }; auto AnimateLightDirection = [](const Nz::Vector3f& direction, float rotationSpeed, float elapsedTime) { rotationSpeed *= 90.f; return Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * rotationSpeed, 0.f)) * direction; }; while (window.IsOpen()) { Nz::UInt64 now = Nz::GetElapsedMicroseconds(); if (lightAnimation) elapsedTime += (now - time) / 1'000'000.f; time = now; 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 = camAngles.yaw - event.mouseMove.deltaX*sensitivity; camAngles.yaw.Normalize(); // 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; break; } case Nz::WindowEventType::KeyPressed: { if (event.key.scancode == Nz::Keyboard::Scancode::Space) { float rotationSpeed = ComputeLightAnimationSpeed(viewerPos); auto& whiteLight = spotLights.emplace_back(); whiteLight.color = Nz::Color(100, 100, 255); whiteLight.radius = 5.f; whiteLight.position = AnimateLightPosition(viewerPos, rotationSpeed, -elapsedTime); whiteLight.direction = AnimateLightDirection(camQuat * Nz::Vector3f::Forward(), rotationSpeed, -elapsedTime); lightUpdate = true; } else if (event.key.virtualKey == Nz::Keyboard::VKey::F) forwardEnabled = !forwardEnabled; else if (event.key.virtualKey == Nz::Keyboard::VKey::A) lightAnimation = !lightAnimation; else if (event.key.virtualKey == Nz::Keyboard::VKey::B) bloomEnabled = !bloomEnabled; else if (event.key.virtualKey == Nz::Keyboard::VKey::E) modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Transform(viewerPos, 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)); 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; viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(viewerPos, camQuat)); } Nz::RenderFrame frame = window.AcquireFrame(); if (!frame) continue; currentFrame = &frame; if (bakedGraph.Resize(frame)) { frame.PushForRelease(std::move(gbufferShaderBinding)); gbufferShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding(0); gbufferShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(colorTexture).get(), textureSampler.get() } }, { 2, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(normalTexture).get(), textureSampler.get() } }, { 3, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(positionTexture).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(lightingShaderBindings)); lightingShaderBindings.clear(); for (std::size_t i = 0; i < MaxPointLight; ++i) { std::shared_ptr lightingShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding(1); lightingShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { lightUbo.get(), i * alignedSpotLightSize, spotLightOffsets.GetAlignedSize() } } }); lightingShaderBindings.emplace_back(std::move(lightingShaderBinding)); } frame.PushForRelease(std::move(bloomBrightShaderBinding)); bloomBrightShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0); bloomBrightShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } } }); std::size_t bloomTextureIndex = 0; for (std::size_t i = 0; i < BloomSubdivisionCount; ++i) { for (std::size_t j = 0; j < 2; ++j) { frame.PushForRelease(std::move(gaussianBlurShaderBinding[i * 2 + j])); gaussianBlurShaderBinding[i * 2 + j] = gaussianBlurPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0); gaussianBlurShaderBinding[i * 2 + j]->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture((i == 0 && j == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]).get(), textureSampler.get() } }, { 2, Nz::ShaderBinding::UniformBufferBinding { gaussianBlurUbos[i * 2 + j].get(), 0, gaussianBlurUbos[i * 2 + j]->GetSize() } } }); } frame.PushForRelease(std::move(bloomBlendShaderBinding[i])); bloomBlendShaderBinding[i] = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0); bloomBlendShaderBinding[i]->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, /*{ 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } },*/ { 2, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(bloomTextures[i * 2 + 1]).get(), textureSampler.get() } } }); } frame.PushForRelease(std::move(bloomBlitBinding)); bloomBlitBinding = Nz::Graphics::Instance()->GetBlitPipelineLayout()->AllocateShaderBinding(0); bloomBlitBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(bloomSkipBlit)); bloomSkipBlit = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(0); bloomSkipBlit->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(godRaysShaderBinding)); godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0); godRaysShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::UniformBufferBinding { godRaysUBO.get(), 0, godRaysUBO->GetSize() } }, { 2, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(occluderTexture).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(toneMappingShaderBinding)); toneMappingShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0); toneMappingShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(bloomOutput).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(godRaysBlitShaderBinding)); godRaysBlitShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0); godRaysBlitShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerInstance.GetViewerBuffer().get(), 0, viewerInstance.GetViewerBuffer()->GetSize() } }, /*{ 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } },*/ { 2, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(godRaysTexture).get(), textureSampler.get() } } }); frame.PushForRelease(std::move(finalBlitBinding)); finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(0); finalBlitBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(toneMappingOutput).get(), textureSampler.get() } } }); } Nz::UploadPool& uploadPool = frame.GetUploadPool(); frame.Execute([&](Nz::CommandBufferBuilder& builder) { builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow); { builder.PreTransferBarrier(); modelInstance1.UpdateBuffers(uploadPool, builder); modelInstance2.UpdateBuffers(uploadPool, builder); planeInstance.UpdateBuffers(uploadPool, builder); Nz::EulerAnglesf flareRotation(0.f, 0.f, elapsedTime * 10.f); flareInstance.UpdateWorldMatrix(Nz::Matrix4f::Transform(viewerPos + flarePosition, flareRotation)); flareInstance.UpdateBuffers(uploadPool, builder); viewerInstance.UpdateBuffers(uploadPool, builder); // Update light buffer if (!spotLights.empty() && (lightUpdate || lightAnimation)) { auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size()); Nz::UInt8* lightDataPtr = static_cast(lightDataAllocation.mappedPtr); for (const SpotLight& spotLight : spotLights) { float rotationSpeed = ComputeLightAnimationSpeed(spotLight.position); Nz::Vector3f position = AnimateLightPosition(spotLight.position, rotationSpeed, elapsedTime); Nz::Vector3f direction = AnimateLightDirection(spotLight.direction, rotationSpeed, elapsedTime); 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) = position; Nz::AccessByOffset(lightDataPtr, directionOffset) = direction; Nz::AccessByOffset(lightDataPtr, radiusOffset) = spotLight.radius; Nz::AccessByOffset(lightDataPtr, invRadiusOffset) = 1.f / spotLight.radius; Nz::AccessByOffset(lightDataPtr, innerAngleOffset) = spotLight.innerAngle.GetCos(); Nz::AccessByOffset(lightDataPtr, outerAngleOffset) = spotLight.outerAngle.GetCos(); float baseRadius = spotLight.radius * spotLight.outerAngle.GetTan() * 1.1f; Nz::Matrix4f transformMatrix = Nz::Matrix4f::Transform(position, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), direction), Nz::Vector3f(baseRadius, baseRadius, spotLight.radius)); Nz::AccessByOffset(lightDataPtr, transformMatrixOffset) = transformMatrix; lightDataPtr += alignedSpotLightSize; } builder.CopyBuffer(lightDataAllocation, lightUbo.get()); } // Update light scattering buffer { Nz::Vector4f pos(flareInstance.GetWorldMatrix().GetTranslation(), 1.f); pos = viewerInstance.GetViewMatrix() * pos; pos = viewerInstance.GetProjectionMatrix() * pos; pos /= pos.w; Nz::Vector2f& lightPosition = Nz::AccessByOffset(godRaysData.data(), gr_lightPositionOffset); lightPosition = Nz::Vector2f(pos.x * 0.5f + 0.5f, pos.y * 0.5f + 0.5f); lightPosition.x = Nz::Clamp(std::abs(lightPosition.x), -0.5f, 1.5f); lightPosition.y = Nz::Clamp(std::abs(lightPosition.y), -0.5f, 1.5f); auto& lightScatteringAllocation = uploadPool.Allocate(godRaysData.size()); Nz::UInt8* dataPtr = static_cast(lightScatteringAllocation.mappedPtr); std::memcpy(dataPtr, godRaysData.data(), godRaysData.size()); builder.CopyBuffer(lightScatteringAllocation, godRaysUBO.get()); } spaceshipMatPass->Update(frame, builder); planeMatPass->Update(frame, builder); flareMaterialPass->Update(frame, builder); builder.PostTransferBarrier(); } builder.EndDebugRegion(); }, Nz::QueueType::Transfer); bakedGraph.Execute(frame); const Nz::RenderTarget* windowRT = window.GetRenderTarget(); frame.Execute([&](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(toneMappingOutput)); builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), windowRenderRect); { builder.BeginDebugRegion("Main window rendering", Nz::Color::Green); { 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(0, *finalBlitBinding); builder.BindPipeline(*fullscreenPipeline); builder.BindVertexBuffer(0, *fullscreenVertexBuffer); builder.Draw(3); } builder.EndDebugRegion(); } builder.EndRenderPass(); }, Nz::QueueType::Graphics); frame.Present(); lightUpdate = 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; }