#include #include #include #include #include #include #include #include #include int main() { std::filesystem::path resourceDir = "assets/examples"; 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.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_Tangent); std::shared_ptr device = Nz::Graphics::Instance()->GetRenderDevice(); 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 spaceshipMesh = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams); if (!spaceshipMesh) { NazaraError("Failed to load model"); return __LINE__; } std::shared_ptr gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*spaceshipMesh); // Texture std::shared_ptr diffuseImage = Nz::Image::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png"); if (!diffuseImage || !diffuseImage->Convert(Nz::PixelFormat::RGBA8_SRGB)) { NazaraError("Failed to load image"); return __LINE__; } Nz::TextureParams texParams; texParams.renderDevice = device; texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB; std::shared_ptr material = std::make_shared(); std::shared_ptr forwardPass = std::make_shared(Nz::PhongLightingMaterial::GetSettings()); forwardPass->EnableDepthBuffer(true); forwardPass->EnableFaceCulling(true); material->AddPass("ForwardPass", forwardPass); std::shared_ptr normalMap = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams); Nz::PhongLightingMaterial phongMat(*forwardPass); phongMat.EnableAlphaTest(false); phongMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); phongMat.SetBaseColorMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams)); phongMat.SetNormalMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams)); Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB()); for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i) model.SetMaterial(i, material); Nz::Vector2ui windowSize = window.GetSize(); Nz::Camera camera(window.GetRenderTarget()); //camera.UpdateClearColor(Nz::Color::Gray); Nz::ViewerInstance& viewerInstance = camera.GetViewerInstance(); viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize())); viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1)); Nz::WorldInstancePtr modelInstance = std::make_shared(); modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left())); Nz::WorldInstancePtr modelInstance2 = std::make_shared(); modelInstance2->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right())); Nz::Recti scissorBox(Nz::Vector2i(window.GetSize())); Nz::ForwardFramePipeline framePipeline; std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0); std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance); std::size_t worldInstanceIndex2 = framePipeline.RegisterWorldInstance(modelInstance2); framePipeline.RegisterRenderable(worldInstanceIndex1, &model, 0xFFFFFFFF, scissorBox); framePipeline.RegisterRenderable(worldInstanceIndex2, &model, 0xFFFFFFFF, scissorBox); std::shared_ptr light = std::make_shared(); light->UpdateInnerAngle(Nz::DegreeAnglef(15.f)); light->UpdateOuterAngle(Nz::DegreeAnglef(20.f)); framePipeline.RegisterLight(light, 0xFFFFFFFF); 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; 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::KeyPressed: if (event.key.virtualKey == Nz::Keyboard::VKey::A) phongMat.EnableAlphaTest(!phongMat.IsAlphaTestEnabled()); else if (event.key.virtualKey == Nz::Keyboard::VKey::N) { if (phongMat.GetNormalMap()) phongMat.SetNormalMap({}); else phongMat.SetNormalMap(normalMap); } else if (event.key.virtualKey == Nz::Keyboard::VKey::Space) { modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(viewerPos)); framePipeline.InvalidateWorldInstance(worldInstanceIndex1); } 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; light->UpdateRotation(camQuat); break; } case Nz::WindowEventType::Resized: { Nz::Vector2ui newWindowSize = window.GetSize(); viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(newWindowSize.x) / newWindowSize.y, 0.1f, 1000.f)); viewerInstance.UpdateTargetSize(Nz::Vector2f(newWindowSize)); 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; light->UpdatePosition(viewerPos); } Nz::RenderFrame frame = window.AcquireFrame(); if (!frame) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); continue; } framePipeline.GetDebugDrawer().DrawLine(Nz::Vector3f::Zero(), Nz::Vector3f::Forward(), Nz::Color::Blue); viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles)); viewerInstance.UpdateEyePosition(viewerPos); framePipeline.InvalidateViewer(cameraIndex); framePipeline.Render(frame); frame.Present(); // On incrémente le compteur de FPS improvisé fps++; 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; }