#include #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 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::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); Nz::TextureParams texParams; texParams.renderDevice = device; texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB; // Plane Nz::MeshParams meshPrimitiveParams; meshPrimitiveParams.storage = Nz::DataStorage::Software; 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::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), 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 pipelineLayoutInfo; auto& uboBinding = pipelineLayoutInfo.bindings.emplace_back(); uboBinding.index = 0; uboBinding.shaderStageFlags = Nz::ShaderStageType::Vertex; uboBinding.type = Nz::ShaderBindingType::UniformBuffer; auto& textureBinding = pipelineLayoutInfo.bindings.emplace_back(); textureBinding.index = 1; textureBinding.shaderStageFlags = Nz::ShaderStageType::Fragment; textureBinding.type = Nz::ShaderBindingType::Texture; std::shared_ptr skyboxPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo)); 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", {})); skyboxPipelineInfo.vertexBuffers.push_back({ 0, meshPrimitiveParams.vertexDeclaration }); std::shared_ptr skyboxPipeline = device->InstantiateRenderPipeline(std::move(skyboxPipelineInfo)); Nz::TextureParams skyboxTexParams; skyboxTexParams.renderDevice = device; std::shared_ptr skyboxTexture = Nz::Texture::LoadCubemapFromFile(resourceDir / "skybox-space.png", skyboxTexParams); // 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[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(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams)); } std::shared_ptr planeMat = std::make_shared(customMatSettings); planeMat->EnableDepthBuffer(true); { Nz::BasicMaterial basicMat(*planeMat); 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); } 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(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f); Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.invTargetSizeOffset) = 1.f / Nz::Vector2f(window.GetSize().x, window.GetSize().y); 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 | Nz::ShaderStageType::Vertex, 3 }); lightingPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, 4 }); /*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 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); 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(-10.f, 10.f); std::uniform_real_distribution dirDis(-1.f, 1.f); std::uniform_real_distribution dirYDis(0.0f, 0.33f); 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::XYZ_UV); unsigned int offscreenWidth = window.GetSize().x; unsigned int offscreenHeight = window.GetSize().y; // Bloom data Nz::RenderPipelineLayoutInfo bloomPipelineLayoutInfo; bloomPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, 0 }); bloomPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, 1 }); Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo; bloomBlendPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, 0 }); bloomBlendPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::Texture, Nz::ShaderStageType::Fragment, 1 }); bloomBlendPipelineLayoutInfo.bindings.push_back({ Nz::ShaderBindingType::UniformBuffer, Nz::ShaderStageType::Fragment, 2 }); Nz::RenderPipelineInfo bloomPipelineInfo; bloomPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList; bloomPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomPipelineLayoutInfo); bloomPipelineInfo.vertexBuffers.push_back({ 0, fullscreenVertexDeclaration }); bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", {})); std::shared_ptr bloomBrightShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding(); std::shared_ptr gaussianBlurShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding(); std::shared_ptr bloomBrightPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo); bloomPipelineInfo.shaderModules.clear(); bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {})); std::shared_ptr gaussianBlurPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo); Nz::RenderPipelineInfo bloomBlendPipelineInfo; 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", {})); std::shared_ptr bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo); std::shared_ptr bloomBlendShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(); // Fullscreen data 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::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {})); fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {})); 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", {})); 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", {})); std::shared_ptr stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo); 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 fullscreenVertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex); if (!fullscreenVertexBuffer->Initialize(fullscreenVertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal)) return __LINE__; if (!fullscreenVertexBuffer->Fill(vertexData.data(), 0, fullscreenVertexBuffer->GetSize())) return __LINE__; std::shared_ptr finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(); bool viewerUboUpdate = true; bool lightUpdate = true; std::shared_ptr textureSampler = device->InstantiateTextureSampler({}); std::shared_ptr skyboxShaderBinding = skyboxPipelineLayout->AllocateShaderBinding(); skyboxShaderBinding->Update({ { 0, Nz::ShaderBinding::UniformBufferBinding { viewerDataUBO.get(), 0, viewerDataUBO->GetSize() } }, { 1, Nz::ShaderBinding::TextureBinding { skyboxTexture.get(), textureSampler.get() } } }); bool bloomEnabled = true; bool forwardEnabled = true; bool lightAnimation = true; std::size_t colorTexture; std::size_t normalTexture; std::size_t positionTexture; std::size_t depthBuffer; std::size_t backbuffer; std::size_t bloomTextureA; std::size_t bloomTextureB; std::size_t lightOutput; 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 }); depthBuffer = graph.AddAttachment({ "Depth buffer", depthStencilFormat }); lightOutput = graph.AddAttachment({ "Light output", Nz::PixelFormat::RGBA8 }); backbuffer = graph.AddAttachment({ "Backbuffer", Nz::PixelFormat::RGBA8 }); bloomTextureA = graph.AddAttachment({ "Bloom texture A", Nz::PixelFormat::RGBA8, 10'000, 10'000 }); bloomTextureB = graph.AddAttachment({ "Bloom texture B", Nz::PixelFormat::RGBA8, 10'000, 10'000 }); 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(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.BindVertexBuffer(0, vertexBuffer.get()); builder.BindIndexBuffer(coneMeshGfx->GetIndexBuffer(0).get()); builder.BindVertexBuffer(0, coneMeshGfx->GetVertexBuffer(0).get()); for (std::size_t i = 0; i < spotLights.size(); ++i) { builder.BindShaderBinding(*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(depthBuffer); lightingPass.SetDepthStencilOutput(depthBuffer); Nz::FramePass& forwardPass = graph.AddPass("Forward pass"); forwardPass.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.BindShaderBinding(*skyboxShaderBinding); builder.BindIndexBuffer(cubeMeshGfx->GetIndexBuffer(0).get()); builder.BindVertexBuffer(0, cubeMeshGfx->GetVertexBuffer(0).get()); builder.BindPipeline(*skyboxPipeline); builder.DrawIndexed(static_cast(cubeMeshGfx->GetIndexCount(0))); }); forwardPass.SetExecutionCallback([&] { return (forwardEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); forwardPass.AddInput(lightOutput); forwardPass.AddOutput(lightOutput); forwardPass.SetDepthStencilInput(depthBuffer); forwardPass.SetDepthStencilOutput(depthBuffer); Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels"); bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder) { builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 }); builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 }); builder.BindShaderBinding(*bloomBrightShaderBinding); builder.BindPipeline(*bloomBrightPipeline); builder.BindVertexBuffer(0, fullscreenVertexBuffer.get()); builder.Draw(3); }); bloomBrightPass.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBrightPass.AddInput(lightOutput); bloomBrightPass.AddOutput(bloomTextureA); Nz::FramePass& bloomBlurPass = graph.AddPass("Bloom pass - gaussian blur"); bloomBlurPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder) { builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 }); builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 }); builder.BindShaderBinding(*gaussianBlurShaderBinding); builder.BindPipeline(*gaussianBlurPipeline); builder.BindVertexBuffer(0, fullscreenVertexBuffer.get()); builder.Draw(3); }); bloomBlurPass.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBlurPass.AddInput(bloomTextureA); bloomBlurPass.AddOutput(bloomTextureB); Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend"); bloomBlendPass.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.BindShaderBinding(*bloomBlendShaderBinding); builder.BindPipeline(*bloomBlendPipeline); builder.BindVertexBuffer(0, fullscreenVertexBuffer.get()); builder.Draw(3); }); bloomBlendPass.SetExecutionCallback([&] { return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip; }); bloomBlendPass.AddInput(lightOutput); bloomBlendPass.AddInput(bloomTextureB); bloomBlendPass.AddOutput(backbuffer); graph.SetBackbufferOutput(backbuffer); return graph.Bake(); }(); bakedGraph.Resize(offscreenWidth, offscreenHeight); 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.GetAlignedSize() } }, { 4, Nz::ShaderBinding::UniformBufferBinding { viewerDataUBO.get(), 0, viewerDataUBO->GetSize() } } }); lightingShaderBindings.emplace_back(std::move(lightingShaderBinding)); } bloomBrightShaderBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } }, { 1, Nz::ShaderBinding::UniformBufferBinding { viewerDataUBO.get(), 0, viewerDataUBO->GetSize() } } }); gaussianBlurShaderBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(bloomTextureA).get(), textureSampler.get() } }, { 1, Nz::ShaderBinding::UniformBufferBinding { viewerDataUBO.get(), 0, viewerDataUBO->GetSize() } } }); bloomBlendShaderBinding->Update({ { 0, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(lightOutput).get(), textureSampler.get() } }, { 1, Nz::ShaderBinding::TextureBinding { bakedGraph.GetAttachmentTexture(bloomTextureB).get(), textureSampler.get() } }, { 2, Nz::ShaderBinding::UniformBufferBinding { viewerDataUBO.get(), 0, viewerDataUBO->GetSize() } } }); 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, fullscreenVertexBuffer.get()); builder.Draw(3); } builder.EndRenderPass(); } builder.EndDebugRegion(); }); }; RebuildCommandBuffer(); 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; viewerUboUpdate = true; break; } case Nz::WindowEventType::KeyPressed: { if (event.key.scancode == Nz::Keyboard::Scancode::Space) { float rotationSpeed = ComputeLightAnimationSpeed(viewerPos); auto& whiteLight = spotLights.emplace_back(); 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; break; } case Nz::WindowEventType::Resized: { Nz::Vector2ui windowSize = window.GetSize(); Nz::AccessByOffset(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(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 || lightAnimation || lightUpdate) { 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(); if (viewerUboUpdate) { auto& viewerDataAllocation = uploadPool.Allocate(viewerDataBuffer.size()); std::memcpy(viewerDataAllocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size()); builder.CopyBuffer(viewerDataAllocation, viewerDataUBO.get()); } 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()); lightUpdate = false; } 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; }