NazaraEngine/examples/RenderTest/main.cpp

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;
}