395 lines
12 KiB
C++
395 lines
12 KiB
C++
#include <Nazara/Core.hpp>
|
|
#include <Nazara/Platform.hpp>
|
|
#include <Nazara/Renderer.hpp>
|
|
#include <Nazara/Shader.hpp>
|
|
#include <Nazara/Shader/SpirvConstantCache.hpp>
|
|
#include <Nazara/Shader/SpirvPrinter.hpp>
|
|
#include <Nazara/Utility.hpp>
|
|
#include <array>
|
|
#include <iostream>
|
|
|
|
NAZARA_REQUEST_DEDICATED_GPU()
|
|
|
|
const char shaderSource[] = R"(
|
|
|
|
option red: bool = false;
|
|
|
|
[layout(std140)]
|
|
struct Data
|
|
{
|
|
projectionMatrix: mat4<f32>,
|
|
worldMatrix: mat4<f32>,
|
|
viewMatrix: mat4<f32>
|
|
}
|
|
|
|
[set(0)]
|
|
external
|
|
{
|
|
[binding(0)] viewerData: uniform<Data>,
|
|
}
|
|
|
|
[set(1)]
|
|
external
|
|
{
|
|
[binding(0)] tex: sampler2D<f32>
|
|
}
|
|
|
|
struct VertIn
|
|
{
|
|
[location(0)] position: vec3<f32>,
|
|
[location(1)] normal: vec3<f32>,
|
|
[location(2)] uv: vec2<f32>
|
|
}
|
|
|
|
struct VertOut
|
|
{
|
|
[builtin(position)] position: vec4<f32>,
|
|
[location(0)] normal: vec3<f32>,
|
|
[location(1)] uv: vec2<f32>
|
|
}
|
|
|
|
struct FragOut
|
|
{
|
|
[location(0)] color: vec4<f32>
|
|
}
|
|
|
|
[entry(frag)]
|
|
fn main(fragIn: VertOut) -> FragOut
|
|
{
|
|
let lightDir = vec3<f32>(0.0, 0.707, 0.707);
|
|
let lightFactor = dot(fragIn.normal, lightDir);
|
|
|
|
let fragOut: FragOut;
|
|
fragOut.color = lightFactor * tex.Sample(fragIn.uv) * const_select(red, vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
|
|
|
|
return fragOut;
|
|
}
|
|
|
|
[entry(vert)]
|
|
fn main(vertIn: VertIn) -> VertOut
|
|
{
|
|
let vertOut: VertOut;
|
|
vertOut.position = viewerData.projectionMatrix * viewerData.viewMatrix * viewerData.worldMatrix * vec4<f32>(vertIn.position, 1.0);
|
|
vertOut.normal = vertIn.normal;
|
|
vertOut.uv = vertIn.uv;
|
|
|
|
return vertOut;
|
|
}
|
|
)";
|
|
|
|
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<Nz::Renderer> nazara(rendererConfig);
|
|
|
|
std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0);
|
|
|
|
Nz::RenderWindow window;
|
|
|
|
std::string windowTitle = "Render Test";
|
|
if (!window.Create(device, Nz::VideoMode(800, 600, 32), windowTitle))
|
|
{
|
|
std::cout << "Failed to create Window" << std::endl;
|
|
return __LINE__;
|
|
}
|
|
|
|
Nz::ShaderWriter::States states;
|
|
states.optimize = true;
|
|
|
|
auto fragVertShader = device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderSource, sizeof(shaderSource), states);
|
|
if (!fragVertShader)
|
|
{
|
|
std::cout << "Failed to instantiate shader" << std::endl;
|
|
return __LINE__;
|
|
}
|
|
|
|
Nz::MeshParams meshParams;
|
|
meshParams.bufferFactory = GetRenderBufferFactory(device);
|
|
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<Nz::Mesh> drfreak = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
|
|
if (!drfreak)
|
|
{
|
|
NazaraError("Failed to load model");
|
|
return __LINE__;
|
|
}
|
|
|
|
std::shared_ptr<Nz::StaticMesh> spaceshipMesh = std::static_pointer_cast<Nz::StaticMesh>(drfreak->GetSubMesh(0));
|
|
|
|
const std::shared_ptr<Nz::VertexBuffer>& meshVB = spaceshipMesh->GetVertexBuffer();
|
|
const std::shared_ptr<const Nz::IndexBuffer>& meshIB = spaceshipMesh->GetIndexBuffer();
|
|
|
|
// Index buffer
|
|
std::cout << "Index count: " << meshIB->GetIndexCount() << std::endl;
|
|
|
|
// Vertex buffer
|
|
std::cout << "Vertex count: " << meshVB->GetVertexCount() << std::endl;
|
|
|
|
// Texture
|
|
Nz::TextureParams texParams;
|
|
texParams.renderDevice = device;
|
|
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
|
|
|
|
std::shared_ptr<Nz::Texture> texture = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams);
|
|
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
|
|
|
|
struct
|
|
{
|
|
Nz::Matrix4f projectionMatrix;
|
|
Nz::Matrix4f modelMatrix;
|
|
Nz::Matrix4f viewMatrix;
|
|
}
|
|
ubo;
|
|
|
|
Nz::Vector2ui windowSize = window.GetSize();
|
|
ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
|
|
ubo.viewMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
|
|
ubo.modelMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2);
|
|
|
|
Nz::UInt32 uniformSize = sizeof(ubo);
|
|
|
|
Nz::RenderPipelineLayoutInfo pipelineLayoutInfo;
|
|
|
|
auto& uboBinding = pipelineLayoutInfo.bindings.emplace_back();
|
|
uboBinding.setIndex = 0;
|
|
uboBinding.bindingIndex = 0;
|
|
uboBinding.shaderStageFlags = Nz::ShaderStageType::Vertex;
|
|
uboBinding.type = Nz::ShaderBindingType::UniformBuffer;
|
|
|
|
std::shared_ptr<Nz::RenderPipelineLayout> basePipelineLayout = device->InstantiateRenderPipelineLayout(pipelineLayoutInfo);
|
|
|
|
auto& textureBinding = pipelineLayoutInfo.bindings.emplace_back();
|
|
textureBinding.setIndex = 1;
|
|
textureBinding.bindingIndex = 0;
|
|
textureBinding.shaderStageFlags = Nz::ShaderStageType::Fragment;
|
|
textureBinding.type = Nz::ShaderBindingType::Texture;
|
|
|
|
std::shared_ptr<Nz::RenderPipelineLayout> renderPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo));
|
|
|
|
Nz::ShaderBindingPtr viewerShaderBinding = basePipelineLayout->AllocateShaderBinding(0);
|
|
Nz::ShaderBindingPtr textureShaderBinding = renderPipelineLayout->AllocateShaderBinding(1);
|
|
|
|
std::shared_ptr<Nz::RenderBuffer> uniformBuffer = device->InstantiateBuffer(Nz::BufferType::Uniform, uniformSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic);
|
|
|
|
viewerShaderBinding->Update({
|
|
{
|
|
0,
|
|
Nz::ShaderBinding::UniformBufferBinding {
|
|
uniformBuffer.get(), 0, uniformSize
|
|
}
|
|
}
|
|
});
|
|
|
|
textureShaderBinding->Update({
|
|
{
|
|
0,
|
|
Nz::ShaderBinding::TextureBinding {
|
|
texture.get(), textureSampler.get()
|
|
}
|
|
}
|
|
});
|
|
|
|
Nz::RenderPipelineInfo pipelineInfo;
|
|
pipelineInfo.pipelineLayout = renderPipelineLayout;
|
|
pipelineInfo.faceCulling = true;
|
|
|
|
pipelineInfo.depthBuffer = true;
|
|
pipelineInfo.shaderModules.emplace_back(fragVertShader);
|
|
|
|
auto& pipelineVertexBuffer = pipelineInfo.vertexBuffers.emplace_back();
|
|
pipelineVertexBuffer.binding = 0;
|
|
pipelineVertexBuffer.declaration = meshVB->GetVertexDeclaration();
|
|
|
|
std::shared_ptr<Nz::RenderPipeline> pipeline = device->InstantiateRenderPipeline(pipelineInfo);
|
|
|
|
const std::shared_ptr<Nz::RenderDevice>& renderDevice = window.GetRenderDevice();
|
|
|
|
std::shared_ptr<Nz::CommandPool> commandPool = renderDevice->InstantiateCommandPool(Nz::QueueType::Graphics);
|
|
|
|
Nz::RenderBuffer& renderBufferIB = static_cast<Nz::RenderBuffer&>(*meshIB->GetBuffer());
|
|
Nz::RenderBuffer& renderBufferVB = static_cast<Nz::RenderBuffer&>(*meshVB->GetBuffer());
|
|
|
|
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;
|
|
bool uboUpdate = true;
|
|
|
|
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::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;
|
|
|
|
uboUpdate = true;
|
|
break;
|
|
}
|
|
|
|
case Nz::WindowEventType::Resized:
|
|
{
|
|
Nz::Vector2ui windowSize = window.GetSize();
|
|
ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
|
|
uboUpdate = 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;
|
|
|
|
uboUpdate = true;
|
|
}
|
|
|
|
Nz::RenderFrame frame = window.AcquireFrame();
|
|
if (!frame)
|
|
continue;
|
|
|
|
ubo.viewMatrix = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
|
|
|
|
if (uboUpdate)
|
|
{
|
|
auto& allocation = frame.GetUploadPool().Allocate(uniformSize);
|
|
|
|
std::memcpy(allocation.mappedPtr, &ubo, sizeof(ubo));
|
|
|
|
frame.Execute([&](Nz::CommandBufferBuilder& builder)
|
|
{
|
|
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
|
|
{
|
|
builder.PreTransferBarrier();
|
|
builder.CopyBuffer(allocation, uniformBuffer.get());
|
|
builder.PostTransferBarrier();
|
|
}
|
|
builder.EndDebugRegion();
|
|
}, Nz::QueueType::Transfer);
|
|
|
|
uboUpdate = false;
|
|
}
|
|
|
|
const Nz::RenderTarget* windowRT = window.GetRenderTarget();
|
|
frame.Execute([&](Nz::CommandBufferBuilder& builder)
|
|
{
|
|
Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
|
|
|
|
Nz::CommandBufferBuilder::ClearValues clearValues[2];
|
|
clearValues[0].color = Nz::Color::Black;
|
|
clearValues[1].depth = 1.f;
|
|
clearValues[1].stencil = 0;
|
|
|
|
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
|
|
{
|
|
builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
|
|
{
|
|
builder.BindIndexBuffer(renderBufferIB);
|
|
builder.BindPipeline(*pipeline);
|
|
builder.BindVertexBuffer(0, renderBufferVB);
|
|
builder.BindShaderBinding(0, *viewerShaderBinding);
|
|
builder.BindShaderBinding(1, *textureShaderBinding);
|
|
|
|
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.DrawIndexed(meshIB->GetIndexCount());
|
|
}
|
|
builder.EndRenderPass();
|
|
}
|
|
builder.EndDebugRegion();
|
|
|
|
}, Nz::QueueType::Graphics);
|
|
|
|
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;
|
|
}
|