847 lines
30 KiB
C++
847 lines
30 KiB
C++
#include <Nazara/Core.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Renderer.hpp>
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#include <Nazara/Shader.hpp>
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#include <Nazara/Shader/SpirvConstantCache.hpp>
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#include <Nazara/Shader/SpirvPrinter.hpp>
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#include <Nazara/Shader/ShaderLangLexer.hpp>
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#include <Nazara/Shader/ShaderLangParser.hpp>
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#include <Nazara/Utility.hpp>
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#include <array>
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#include <iostream>
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#include <random>
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/*
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[layout(std140)]
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struct PointLight
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{
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color: vec3<f32>,
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position: vec3<f32>,
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constant: f32,
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linear: f32,
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quadratic: f32,
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}
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[layout(std140)]
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struct SpotLight
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{
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color: vec3<f32>,
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position: vec3<f32>,
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direction: vec3<f32>,
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constant: f32,
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linear: f32,
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quadratic: f32,
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innerAngle: f32,
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outerAngle: f32,
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}
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*/
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struct PointLight
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{
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Nz::Color color = Nz::Color::White;
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Nz::Vector3f position = Nz::Vector3f::Zero();
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float radius = 1.f;
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};
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struct SpotLight
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{
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Nz::Color color = Nz::Color::White;
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Nz::Matrix4f transformMatrix;
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Nz::Vector3f position = Nz::Vector3f::Zero();
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Nz::Vector3f direction = Nz::Vector3f::Forward();
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float radius = 1.f;
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Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f);
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Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(20.f);
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};
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int main()
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{
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std::filesystem::path resourceDir = "resources";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory(".." / resourceDir))
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resourceDir = ".." / resourceDir;
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Nz::Renderer::Config rendererConfig;
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std::cout << "Run using Vulkan? (y/n)" << std::endl;
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if (std::getchar() == 'y')
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rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
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else
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rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
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Nz::Modules<Nz::Graphics> nazara(rendererConfig);
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Nz::RenderWindow window;
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Nz::MeshParams meshParams;
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meshParams.storage = Nz::DataStorage::Software;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo();
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std::string windowTitle = "Graphics Test";
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if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
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{
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std::cout << "Failed to create Window" << std::endl;
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return __LINE__;
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}
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std::shared_ptr<Nz::Mesh> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
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if (!spaceship)
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{
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NazaraError("Failed to load model");
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return __LINE__;
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}
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = std::make_shared<Nz::GraphicalMesh>(*spaceship);
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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Nz::MeshParams meshPrimitiveParams;
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meshPrimitiveParams.storage = Nz::DataStorage::Software;
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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planeMesh->CreateStatic();
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planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(20.f, 20.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);
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//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
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planeMesh->SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = std::make_shared<Nz::GraphicalMesh>(*planeMesh);
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meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ);
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std::shared_ptr<Nz::Mesh> coneMesh = std::make_shared<Nz::Mesh>();
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coneMesh->CreateStatic();
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coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams);
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coneMesh->SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> coneMeshGfx = std::make_shared<Nz::GraphicalMesh>(*coneMesh);
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auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData();
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customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Fragment)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Fragment, Nz::ShaderLang::Parse(resourceDir / "deferred_frag.nzsl"));
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customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Vertex)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Vertex, Nz::ShaderLang::Parse(resourceDir / "deferred_vert.nzsl"));
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auto customMatSettings = std::make_shared<Nz::MaterialSettings>(std::move(customSettings));
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std::shared_ptr<Nz::Material> spaceshipMat = std::make_shared<Nz::Material>(customMatSettings);
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spaceshipMat->EnableDepthBuffer(true);
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{
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Nz::BasicMaterial basicMat(*spaceshipMat);
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basicMat.EnableAlphaTest(false);
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basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
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}
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std::shared_ptr<Nz::Material> planeMat = std::make_shared<Nz::Material>(customMatSettings);
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planeMat->EnableDepthBuffer(true);
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{
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Nz::BasicMaterial basicMat(*planeMat);
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basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams));
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Nz::TextureSamplerInfo planeSampler;
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planeSampler.anisotropyLevel = 16;
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planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
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planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
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basicMat.SetDiffuseSampler(planeSampler);
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}
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Nz::Model spaceshipModel(std::move(gfxMesh));
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for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
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spaceshipModel.SetMaterial(i, spaceshipMat);
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Nz::Model planeModel(std::move(planeMeshGfx));
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for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
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planeModel.SetMaterial(i, planeMat);
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Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
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Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
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std::vector<std::uint8_t> viewerDataBuffer(viewerUboOffsets.totalSize);
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::AccessByOffset<Nz::Vector2f&>(viewerDataBuffer.data(), viewerUboOffsets.invTargetSizeOffset) = 1.f / Nz::Vector2f(window.GetSize().x, window.GetSize().y);
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std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
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Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings());
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{
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spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding());
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Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
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std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance1.GetInstanceBuffer();
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instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
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}
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Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings());
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{
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spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding());
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Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f);
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std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance2.GetInstanceBuffer();
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instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
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}
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Nz::ModelInstance planeInstance(planeMat->GetSettings());
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{
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planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding());
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Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f);
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std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = planeInstance.GetInstanceBuffer();
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instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
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}
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std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
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Nz::RenderWindowImpl* windowImpl = window.GetImpl();
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std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
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Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
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fullscreenPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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0
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});
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Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo;
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for (unsigned int i = 0; i < 3; ++i)
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{
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lightingPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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i
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});
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}
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lightingPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
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3
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});
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lightingPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
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4
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});
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/*Nz::FieldOffsets pointLightOffsets(Nz::StructLayout::Std140);
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std::size_t colorOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
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std::size_t positionOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
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std::size_t constantOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t linearOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t quadraticOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));*/
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/*
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[layout(std140)]
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struct SpotLight
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{
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color: vec3<f32>,
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position: vec3<f32>,
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direction: vec3<f32>,
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constant: f32,
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linear: f32,
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quadratic: f32,
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innerAngle: f32,
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outerAngle: f32,
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}
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*/
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Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140);
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std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(Nz::StructFieldType::Float1, 4, 4, true);
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std::size_t colorOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
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std::size_t positionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
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std::size_t directionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
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std::size_t radiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t invRadiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t innerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t outerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
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constexpr std::size_t MaxPointLight = 2000;
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std::shared_ptr<Nz::AbstractBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform);
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if (!lightUbo->Initialize(MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
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return __LINE__;
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std::vector<SpotLight> spotLights;
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/*auto& firstSpot = spotLights.emplace_back();
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firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward();
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firstSpot.direction = Nz::Vector3f::Up();*/
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std::random_device rng;
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std::mt19937 randomEngine(rng());
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std::uniform_int_distribution<unsigned int> colorDis(0, 255);
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std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
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std::uniform_real_distribution<float> posDis(-10.f, 10.f);
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std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
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std::uniform_real_distribution<float> dirYDis(0.f, 0.75f);
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std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
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for (std::size_t i = 0; i < 1000; ++i)
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{
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auto& light = spotLights.emplace_back();
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light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
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light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
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light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
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light.radius = radiusDis(randomEngine);
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}
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const std::shared_ptr<const Nz::VertexDeclaration>& vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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unsigned int offscreenWidth = window.GetSize().x;
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unsigned int offscreenHeight = window.GetSize().y;
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// Fullscreen data
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Nz::RenderPipelineInfo fullscreenPipelineInfo;
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fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip;
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fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo);
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fullscreenPipelineInfo.vertexBuffers.push_back({
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0,
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vertexDeclaration
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});
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fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {}));
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fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {}));
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const std::shared_ptr<const Nz::VertexDeclaration>& lightingVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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std::shared_ptr<Nz::RenderPipeline> fullscreenPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfo);
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Nz::RenderPipelineInfo lightingPipelineInfo;
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lightingPipelineInfo.blending = true;
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lightingPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
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lightingPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
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lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
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lightingPipelineInfo.vertexBuffers.push_back({
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0,
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meshPrimitiveParams.vertexDeclaration
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});
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lightingPipelineInfo.depthBuffer = false;
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lightingPipelineInfo.faceCulling = true;
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lightingPipelineInfo.cullingSide = Nz::FaceSide::Front;
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lightingPipelineInfo.stencilTest = true;
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lightingPipelineInfo.stencilBack.compare = Nz::RendererComparison::NotEqual;
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lightingPipelineInfo.stencilBack.fail = Nz::StencilOperation::Zero;
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lightingPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Zero;
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lightingPipelineInfo.stencilBack.pass = Nz::StencilOperation::Zero;
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lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo);
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Nz::RenderPipelineInfo stencilPipelineInfo;
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stencilPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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stencilPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
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stencilPipelineInfo.vertexBuffers.push_back({
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0,
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meshPrimitiveParams.vertexDeclaration
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});
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stencilPipelineInfo.colorWrite = false;
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stencilPipelineInfo.depthBuffer = true;
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stencilPipelineInfo.depthWrite = false;
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stencilPipelineInfo.faceCulling = false;
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stencilPipelineInfo.stencilTest = true;
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stencilPipelineInfo.stencilFront.compare = Nz::RendererComparison::Always;
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stencilPipelineInfo.stencilFront.depthFail = Nz::StencilOperation::Invert;
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stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always;
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stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert;
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stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);
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std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
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std::array<Nz::VertexStruct_XYZ_UV, 3> vertexData = {
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{
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{
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Nz::Vector3f(-1.f, 1.f, 0.0f),
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Nz::Vector2f(0.0f, 1.0f),
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},
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{
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Nz::Vector3f(-1.f, -3.f, 0.0f),
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Nz::Vector2f(0.0f, -1.0f),
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},
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{
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Nz::Vector3f(3.f, 1.f, 0.0f),
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Nz::Vector2f(2.0f, 1.0f),
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}
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}
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};
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/*std::array<Nz::VertexStruct_XYZ_UV, 4> vertexData = {
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{
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{
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Nz::Vector3f(-1.f, -1.f, 0.0f),
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Nz::Vector2f(0.0f, 0.0f),
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},
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{
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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<Nz::AbstractBuffer> vertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex);
|
|
if (!vertexBuffer->Initialize(vertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal))
|
|
return __LINE__;
|
|
|
|
if (!vertexBuffer->Fill(vertexData.data(), 0, vertexBuffer->GetSize()))
|
|
return __LINE__;
|
|
|
|
std::shared_ptr<Nz::ShaderBinding> finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding();
|
|
|
|
std::size_t colorTexture;
|
|
std::size_t normalTexture;
|
|
std::size_t positionTexture;
|
|
std::size_t depthBuffer;
|
|
std::size_t backbuffer;
|
|
|
|
bool viewerUboUpdate = true;
|
|
|
|
Nz::BakedFrameGraph bakedGraph = [&]{
|
|
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",
|
|
Nz::PixelFormat::Depth24Stencil8
|
|
});
|
|
|
|
backbuffer = graph.AddAttachment({
|
|
"Backbuffer",
|
|
Nz::PixelFormat::RGBA8
|
|
});
|
|
|
|
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<Nz::UInt32>(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<Nz::UInt32>(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(backbuffer), Nz::Color::Black);
|
|
lightingPass.SetDepthStencilInput(depthBuffer);
|
|
lightingPass.SetDepthStencilOutput(depthBuffer);
|
|
//lightingPass.SetDepthStencilInput(depthBuffer);
|
|
|
|
graph.SetBackbufferOutput(backbuffer);
|
|
|
|
return graph.Bake();
|
|
}();
|
|
|
|
bakedGraph.Resize(offscreenWidth, offscreenHeight);
|
|
|
|
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
|
|
|
|
|
|
for (std::size_t i = 0; i < MaxPointLight; ++i)
|
|
{
|
|
std::shared_ptr<Nz::ShaderBinding> 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));
|
|
}
|
|
|
|
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, vertexBuffer.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();
|
|
|
|
while (window.IsOpen())
|
|
{
|
|
Nz::UInt64 now = Nz::GetElapsedMicroseconds();
|
|
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 = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
|
|
|
|
// 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)
|
|
{
|
|
auto& whiteLight = spotLights.emplace_back();
|
|
whiteLight.radius = 5.f;
|
|
whiteLight.position = viewerPos;
|
|
whiteLight.direction = camQuat * Nz::Vector3f::Forward();
|
|
|
|
viewerUboUpdate = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Nz::WindowEventType::Resized:
|
|
{
|
|
Nz::Vector2ui windowSize = window.GetSize();
|
|
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(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)
|
|
{
|
|
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
|
|
|
|
//Nz::AccessByOffset<Nz::Vector3f&>(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();
|
|
|
|
auto& viewerDataAllocation = uploadPool.Allocate(viewerDataBuffer.size());
|
|
std::memcpy(viewerDataAllocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size());
|
|
builder.CopyBuffer(viewerDataAllocation, viewerDataUBO.get());
|
|
|
|
if (!spotLights.empty())
|
|
{
|
|
auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
|
|
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
|
|
for (const SpotLight& spotLight : spotLights)
|
|
{
|
|
Nz::Vector3f direction = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * 90.f, 0.f)) * spotLight.direction;
|
|
|
|
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
|
|
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = spotLight.position;
|
|
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, directionOffset) = direction;
|
|
Nz::AccessByOffset<float&>(lightDataPtr, radiusOffset) = spotLight.radius;
|
|
Nz::AccessByOffset<float&>(lightDataPtr, invRadiusOffset) = 1.f / spotLight.radius;
|
|
Nz::AccessByOffset<float&>(lightDataPtr, innerAngleOffset) = spotLight.innerAngle.GetCos();
|
|
Nz::AccessByOffset<float&>(lightDataPtr, outerAngleOffset) = spotLight.outerAngle.GetCos();
|
|
|
|
float baseRadius = spotLight.radius * spotLight.outerAngle.GetTan() * 1.1f;
|
|
Nz::Matrix4f transformMatrix = Nz::Matrix4f::Transform(spotLight.position, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), direction), Nz::Vector3f(baseRadius, baseRadius, spotLight.radius));
|
|
Nz::AccessByOffset<Nz::Matrix4f&>(lightDataPtr, transformMatrixOffset) = transformMatrix;
|
|
|
|
lightDataPtr += alignedSpotLightSize;
|
|
}
|
|
|
|
builder.CopyBuffer(lightDataAllocation, lightUbo.get());
|
|
}
|
|
|
|
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;
|
|
}
|