#include #include #include #include #include #include #include int main(int argc, char* argv[]) { std::filesystem::path resourceDir = "assets/examples"; if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir)) resourceDir = "../.." / resourceDir; Nz::Application app(argc, argv); std::shared_ptr device = Nz::Graphics::Instance()->GetRenderDevice(); auto& windowing = app.AddComponent(); std::string windowTitle = "Physically Based Rendering Test"; Nz::Window& window = windowing.CreateWindow(Nz::VideoMode(1920, 1080), windowTitle); Nz::WindowSwapchain windowSwapchain(device, window); Nz::MeshParams meshParams; meshParams.center = true; meshParams.vertexRotation = Nz::EulerAnglesf(0.f, -90.f, 0.f); meshParams.vertexScale = Nz::Vector3f(0.002f); meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent); 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 normalMap = Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_normal.png", texParams); std::shared_ptr materialInstance = Nz::MaterialInstance::Instantiate(Nz::MaterialType::PhysicallyBased); materialInstance->SetTextureProperty("AlphaMap", Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); materialInstance->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", srgbTexParams)); materialInstance->SetTextureProperty("MetallicMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_metallic.png", texParams)); materialInstance->SetTextureProperty("RoughnessMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_roughness.png", texParams)); std::size_t normalMapProperty = materialInstance->FindTextureProperty("NormalMap"); materialInstance->SetTextureProperty(normalMapProperty, normalMap); Nz::Model model(std::move(gfxMesh)); for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i) model.SetMaterial(i, materialInstance); Nz::Vector2ui windowSize = window.GetSize(); Nz::Camera camera(std::make_shared(windowSwapchain)); //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)); viewerInstance.UpdateNearFarPlanes(0.1f, 1000.f); Nz::WorldInstancePtr modelInstance = std::make_shared(); modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left())); Nz::Recti scissorBox(Nz::Vector2i::Zero(), Nz::Vector2i(window.GetSize())); Nz::ElementRendererRegistry elementRegistry; Nz::ForwardFramePipeline framePipeline(elementRegistry); [[maybe_unused]] std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0); std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance); framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox); std::unique_ptr light = std::make_unique(); light->UpdateRotation(Nz::EulerAnglesf(-45.f, 0.f, 0.f)); framePipeline.RegisterLight(light.get(), 0xFFFFFFFF); Nz::Vector3f viewerPos = Nz::Vector3f::Zero(); Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f); Nz::Quaternionf camQuat(camAngles); Nz::MillisecondClock updateClock; Nz::MillisecondClock fpsClock; unsigned int fps = 0; Nz::Mouse::SetRelativeMouseMode(true); window.GetEventHandler().OnEvent.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent& event) { switch (event.type) { case Nz::WindowEventType::KeyPressed: if (event.key.virtualKey == Nz::Keyboard::VKey::N) { if (materialInstance->GetTextureProperty(normalMapProperty)) materialInstance->SetTextureProperty(normalMapProperty, {}); else materialInstance->SetTextureProperty(normalMapProperty, 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; } }); app.AddUpdaterFunc([&] { if (std::optional deltaTime = updateClock.RestartIfOver(Nz::Time::TickDuration(60))) { float cameraSpeed = 2.f * deltaTime->AsSeconds(); 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 = windowSwapchain.AcquireFrame(); if (!frame) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); return; } viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles)); viewerInstance.UpdateEyePosition(viewerPos); framePipeline.Render(frame); frame.Present(); // On incrémente le compteur de FPS improvisé fps++; if (fpsClock.RestartIfOver(Nz::Time::Second())) { window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS"); fps = 0; } }); return app.Run(); }