#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 = "Physically Based Rendering Test"; if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle)) { std::cout << "Failed to create Window" << std::endl; return __LINE__; } std::shared_ptr sphereMesh = std::make_shared(); sphereMesh->CreateStatic(); sphereMesh->BuildSubMesh(Nz::Primitive::UVSphere(1.f, 50, 50)); sphereMesh->SetMaterialCount(1); sphereMesh->GenerateNormalsAndTangents(); std::shared_ptr gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*sphereMesh); // Textures Nz::TextureParams texParams; texParams.renderDevice = device; Nz::TextureParams srgbTexParams = texParams; srgbTexParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB; std::shared_ptr material = std::make_shared(); std::shared_ptr forwardPass = std::make_shared(Nz::PhysicallyBasedMaterial::GetSettings()); forwardPass->EnableDepthBuffer(true); forwardPass->EnableFaceCulling(true); material->AddPass("ForwardPass", forwardPass); std::shared_ptr normalMap = Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_normal.png", texParams); Nz::PhysicallyBasedMaterial pbrMat(*forwardPass); pbrMat.EnableAlphaTest(false); pbrMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); pbrMat.SetBaseColorMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", srgbTexParams)); pbrMat.SetMetallicMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_metallic.png", texParams)); pbrMat.SetRoughnessMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_roughness.png", texParams)); pbrMat.SetNormalMap(normalMap); Nz::Model model(std::move(gfxMesh), sphereMesh->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::Recti scissorBox(Nz::Vector2i(window.GetSize())); Nz::ForwardFramePipeline framePipeline; std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0); std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance); framePipeline.RegisterRenderable(worldInstanceIndex1, &model, 0xFFFFFFFF, scissorBox); std::shared_ptr light = std::make_shared(); light->UpdateRotation(Nz::EulerAnglesf(-45.f, 0.f, 0.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::N) { if (pbrMat.GetNormalMap()) pbrMat.SetNormalMap({}); else pbrMat.SetNormalMap(normalMap); } 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; } 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; }