NazaraEngine/tests/RenderTest/main.cpp

416 lines
14 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Math.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Renderer.hpp>
#include <NZSL/FilesystemModuleResolver.hpp>
#include <NZSL/LangWriter.hpp>
#include <NZSL/Parser.hpp>
#include <NZSL/Ast/SanitizeVisitor.hpp>
#include <Nazara/Utility.hpp>
#include <iostream>
#include <thread>
NAZARA_REQUEST_DEDICATED_GPU()
const char shaderSource[] = R"(
[nzsl_version("1.0")]
module;
option red: bool = false;
[layout(std140)]
struct Data
{
projectionMatrix: mat4[f32],
worldMatrix: mat4[f32],
viewMatrix: mat4[f32]
}
[set(0)]
external
{
[binding(0)] data: 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 = data.projectionMatrix * data.viewMatrix * data.worldMatrix * vec4[f32](vertIn.position, 1.0);
vertOut.normal = vertIn.normal;
vertOut.uv = vertIn.uv;
return vertOut;
}
)";
int main()
{
std::filesystem::path resourceDir = "assets/examples";
if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
resourceDir = "../.." / resourceDir;
Nz::Renderer::Config rendererConfig;
#ifndef NAZARA_PLATFORM_WEB
std::cout << "Run using Vulkan? (y/n)" << std::endl;
if (std::getchar() == 'y')
rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
else
rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
#endif
Nz::Application<Nz::Renderer> app(rendererConfig);
auto& windowingApp = app.AddComponent<Nz::AppWindowingComponent>();
std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0);
std::string windowTitle = "Render Test";
Nz::Window& window = windowingApp.CreateWindow(Nz::VideoMode(1280, 720), windowTitle);
Nz::WindowSwapchain windowSwapchain(device, window);
nzsl::Ast::ModulePtr shaderModule = nzsl::Parse(std::string_view(shaderSource, sizeof(shaderSource)));
if (!shaderModule)
{
std::cout << "Failed to parse shader module" << std::endl;
return __LINE__;
}
nzsl::ShaderWriter::States states;
states.optionValues[nzsl::Ast::HashOption("red")] = false; //< Try enabling this!
states.optimize = true;
auto fragVertShader = device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, *shaderModule, states);
if (!fragVertShader)
{
std::cout << "Failed to instantiate shader" << std::endl;
return __LINE__;
}
Nz::MeshParams meshParams;
meshParams.center = true;
meshParams.vertexRotation = Nz::EulerAnglesf(0.f, -90.f, 0.f);
meshParams.vertexScale = Nz::Vector3f(0.002f);
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::Mesh> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
if (!spaceship)
{
NazaraError("failed to load model");
return __LINE__;
}
std::shared_ptr<Nz::StaticMesh> spaceshipMesh = std::static_pointer_cast<Nz::StaticMesh>(spaceship->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;
// Create renderbuffers (GPU buffers)
assert(meshIB->GetBuffer()->GetStorage() == Nz::DataStorage::Software);
assert(meshVB->GetBuffer()->GetStorage() == Nz::DataStorage::Software);
const Nz::SoftwareBuffer* indexBufferContent = static_cast<const Nz::SoftwareBuffer*>(meshIB->GetBuffer().get());
const Nz::SoftwareBuffer* vertexBufferContent = static_cast<const Nz::SoftwareBuffer*>(meshVB->GetBuffer().get());
std::shared_ptr<Nz::RenderBuffer> renderBufferIB = device->InstantiateBuffer(Nz::BufferType::Index, indexBufferContent->GetSize(), Nz::BufferUsage::DeviceLocal, indexBufferContent->GetData());
std::shared_ptr<Nz::RenderBuffer> renderBufferVB = device->InstantiateBuffer(Nz::BufferType::Vertex, vertexBufferContent->GetSize(), Nz::BufferUsage::DeviceLocal, vertexBufferContent->GetData());
// 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 = nzsl::ShaderStageType::Vertex;
uboBinding.type = Nz::ShaderBindingType::UniformBuffer;
std::shared_ptr<Nz::RenderPipelineLayout> basePipelineLayout = device->InstantiateRenderPipelineLayout(pipelineLayoutInfo);
auto& pipelineTextureBinding = pipelineLayoutInfo.bindings.emplace_back();
pipelineTextureBinding.setIndex = 1;
pipelineTextureBinding.bindingIndex = 0;
pipelineTextureBinding.shaderStageFlags = nzsl::ShaderStageType::Fragment;
pipelineTextureBinding.type = Nz::ShaderBindingType::Sampler;
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
}
}
});
Nz::ShaderBinding::SampledTextureBinding textureBinding {
texture.get(), textureSampler.get()
};
textureShaderBinding->Update({
{
0,
Nz::ShaderBinding::SampledTextureBindings {
1, &textureBinding
}
}
});
Nz::RenderPipelineInfo pipelineInfo;
pipelineInfo.pipelineLayout = renderPipelineLayout;
pipelineInfo.faceCulling = Nz::FaceCulling::Back;
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);
std::shared_ptr<Nz::CommandPool> commandPool = device->InstantiateCommandPool(Nz::QueueType::Graphics);
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
Nz::Quaternionf camQuat(camAngles);
Nz::MillisecondClock updateClock;
Nz::MillisecondClock secondClock;
unsigned int fps = 0;
bool uboUpdate = true;
Nz::Mouse::SetRelativeMouseMode(true);
Nz::DebugDrawer debugDrawer(*device);
Nz::WindowEventHandler& windowEvents = window.GetEventHandler();
windowEvents.OnKeyPressed.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent::KeyEvent& key)
{
if (key.virtualKey == Nz::Keyboard::VKey::F1)
window.Create(Nz::VideoMode(1920, 1080), windowTitle);
});
windowEvents.OnMouseMoved.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent::MouseMoveEvent& mouseMove)
{
// 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 - 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 - mouseMove.deltaY * sensitivity, -89.f, 89.f);
camQuat = camAngles;
uboUpdate = true;
});
windowEvents.OnResized.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent::SizeEvent& sizeEvent)
{
windowSize = { sizeEvent.width, sizeEvent.height };
ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
uboUpdate = true;
});
app.AddUpdaterFunc([&]
{
if (std::optional<Nz::Time> deltaTime = updateClock.RestartIfOver(Nz::Time::TickDuration(60)))
{
float cameraSpeed = 2.f * deltaTime->AsSeconds();
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
// Si la flèche du bas ou la touche S est pressée, on recule
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
// Etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
// Etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
viewerPos += Nz::Vector3f::Up() * cameraSpeed;
// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
viewerPos += Nz::Vector3f::Down() * cameraSpeed;
uboUpdate = true;
}
Nz::RenderFrame frame = windowSwapchain.AcquireFrame();
if (!frame)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
return;
}
debugDrawer.Reset(frame);
debugDrawer.SetViewerData(ubo.viewMatrix * ubo.projectionMatrix);
Nz::Boxf aabb = spaceship->GetAABB();
aabb.Transform(ubo.modelMatrix);
debugDrawer.DrawBox(aabb, Nz::Color::Green());
ubo.viewMatrix = Nz::Matrix4f::TransformInverse(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;
}
debugDrawer.Prepare(frame);
const Nz::WindowSwapchain* windowRT = &windowSwapchain;
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
windowSize = window.GetSize();
Nz::Recti renderRect(0, 0, windowSize.x, windowSize.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.GetImageIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
{
builder.BindIndexBuffer(*renderBufferIB, Nz::IndexType::U16);
builder.BindRenderPipeline(*pipeline);
builder.BindVertexBuffer(0, *renderBufferVB);
builder.BindRenderShaderBinding(0, *viewerShaderBinding);
builder.BindRenderShaderBinding(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());
debugDrawer.Draw(builder);
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
}, Nz::QueueType::Graphics);
frame.Present();
// On incrémente le compteur de FPS improvisé
fps++;
if (secondClock.RestartIfOver(Nz::Time::Second()))
{
// 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 "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;
}
});
return app.Run();
}