356 lines
11 KiB
C++
356 lines
11 KiB
C++
#include <Nazara/Utility.hpp>
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#include <Nazara/Renderer.hpp>
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#include <array>
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#include <iostream>
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int main()
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{
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Nz::Initializer<Nz::Renderer> loader;
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if (!loader)
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{
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std::cout << "Failed to initialize Vulkan" << std::endl;
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return __LINE__;
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}
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Nz::RenderWindow window;
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Nz::MeshParams meshParams;
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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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Nz::String windowTitle = "Vulkan Test";
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if (!window.Create(Nz::VideoMode(800, 600, 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::RenderDevice> device = window.GetRenderDevice();
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, "frag.shader");
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if (!fragmentShader)
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{
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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return __LINE__;
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}
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auto vertexShader = device->InstantiateShaderStage(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, "vert.shader");
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if (!vertexShader)
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{
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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return __LINE__;
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}
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Nz::MeshRef drfreak = Nz::Mesh::LoadFromFile("resources/Spaceship/spaceship.obj", meshParams);
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if (!drfreak)
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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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Nz::StaticMesh* drfreakMesh = static_cast<Nz::StaticMesh*>(drfreak->GetSubMesh(0));
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const Nz::VertexBuffer* drfreakVB = drfreakMesh->GetVertexBuffer();
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const Nz::IndexBuffer* drfreakIB = drfreakMesh->GetIndexBuffer();
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// Index buffer
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std::cout << "Index count: " << drfreakIB->GetIndexCount() << std::endl;
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// Vertex buffer
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std::cout << "Vertex count: " << drfreakVB->GetVertexCount() << std::endl;
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// Texture
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Nz::ImageRef drfreakImage = Nz::Image::LoadFromFile("resources/Spaceship/Texture/diffuse.png");
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if (!drfreakImage || !drfreakImage->Convert(Nz::PixelFormat_RGBA8))
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{
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NazaraError("Failed to load image");
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return __LINE__;
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}
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Nz::TextureInfo texParams;
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texParams.pixelFormat = drfreakImage->GetFormat();
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texParams.type = drfreakImage->GetType();
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texParams.width = drfreakImage->GetWidth();
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texParams.height = drfreakImage->GetHeight();
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texParams.depth = drfreakImage->GetDepth();
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std::unique_ptr<Nz::Texture> texture = device->InstantiateTexture(texParams);
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if (!texture->Update(drfreakImage->GetConstPixels()))
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{
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NazaraError("Failed to update texture");
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return __LINE__;
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}
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std::unique_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
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struct
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{
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Nz::Matrix4f projectionMatrix;
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Nz::Matrix4f modelMatrix;
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Nz::Matrix4f viewMatrix;
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}
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ubo;
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Nz::Vector2ui windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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ubo.viewMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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ubo.modelMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
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Nz::UInt32 uniformSize = sizeof(ubo);
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Nz::RenderPipelineLayoutInfo pipelineLayoutInfo;
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auto& uboBinding = pipelineLayoutInfo.bindings.emplace_back();
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uboBinding.index = 0;
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uboBinding.shaderStageFlags = Nz::ShaderStageType::Vertex;
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uboBinding.type = Nz::ShaderBindingType::UniformBuffer;
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auto& textureBinding = pipelineLayoutInfo.bindings.emplace_back();
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textureBinding.index = 1;
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textureBinding.shaderStageFlags = Nz::ShaderStageType::Fragment;
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textureBinding.type = Nz::ShaderBindingType::Texture;
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std::shared_ptr<Nz::RenderPipelineLayout> renderPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo));
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Nz::ShaderBindingPtr shaderBinding = renderPipelineLayout->AllocateShaderBinding();
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std::unique_ptr<Nz::AbstractBuffer> uniformBuffer = device->InstantiateBuffer(Nz::BufferType_Uniform);
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if (!uniformBuffer->Initialize(uniformSize, Nz::BufferUsage_DeviceLocal))
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{
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NazaraError("Failed to create uniform buffer");
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return __LINE__;
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}
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shaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::UniformBufferBinding {
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uniformBuffer.get(), 0, uniformSize
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}
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},
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{
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1,
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Nz::ShaderBinding::TextureBinding {
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texture.get(), textureSampler.get()
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}
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}
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});
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Nz::RenderPipelineInfo pipelineInfo;
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pipelineInfo.pipelineLayout = renderPipelineLayout;
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pipelineInfo.depthBuffer = true;
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pipelineInfo.shaderStages.emplace_back(fragmentShader);
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pipelineInfo.shaderStages.emplace_back(vertexShader);
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auto& vertexBuffer = pipelineInfo.vertexBuffers.emplace_back();
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vertexBuffer.binding = 0;
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vertexBuffer.declaration = drfreakVB->GetVertexDeclaration();
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std::unique_ptr<Nz::RenderPipeline> pipeline = device->InstantiateRenderPipeline(pipelineInfo);
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Nz::RenderDevice* renderDevice = window.GetRenderDevice().get();
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Nz::RenderWindowImpl* windowImpl = window.GetImpl();
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std::unique_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
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Nz::RenderBuffer* renderBufferIB = static_cast<Nz::RenderBuffer*>(drfreakIB->GetBuffer()->GetImpl());
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Nz::RenderBuffer* renderBufferVB = static_cast<Nz::RenderBuffer*>(drfreakVB->GetBuffer()->GetImpl());
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if (!renderBufferIB->Synchronize(renderDevice))
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{
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NazaraError("Failed to synchronize render buffer");
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return __LINE__;
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}
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if (!renderBufferVB->Synchronize(renderDevice))
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{
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NazaraError("Failed to synchronize render buffer");
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return __LINE__;
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}
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Nz::AbstractBuffer* indexBufferImpl = renderBufferIB->GetHardwareBuffer(renderDevice);
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Nz::AbstractBuffer* vertexBufferImpl = renderBufferVB->GetHardwareBuffer(renderDevice);
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std::unique_ptr<Nz::CommandBuffer> drawCommandBuffer;
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auto RebuildCommandBuffer = [&]
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{
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Nz::Vector2ui windowSize = window.GetSize();
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drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
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{
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Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
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Nz::CommandBufferBuilder::ClearValues clearValues[2];
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clearValues[0].color = Nz::Color::Black;
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
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{
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builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.BindIndexBuffer(indexBufferImpl);
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builder.BindPipeline(*pipeline);
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builder.BindVertexBuffer(0, vertexBufferImpl);
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builder.BindShaderBinding(*shaderBinding);
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builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.DrawIndexed(drfreakIB->GetIndexCount());
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}
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builder.EndRenderPass();
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}
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builder.EndDebugRegion();
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});
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};
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RebuildCommandBuffer();
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Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
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Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
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Nz::Quaternionf camQuat(camAngles);
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window.EnableEventPolling(true);
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Nz::Clock updateClock;
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Nz::Clock secondClock;
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unsigned int fps = 0;
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bool uboUpdate = true;
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Nz::Mouse::SetRelativeMouseMode(true);
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while (window.IsOpen())
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{
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Nz::WindowEvent event;
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while (window.PollEvent(&event))
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{
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switch (event.type)
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{
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case Nz::WindowEventType_Quit:
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window.Close();
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break;
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case Nz::WindowEventType_MouseMoved: // La souris a bougé
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{
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// Gestion de la caméra free-fly (Rotation)
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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uboUpdate = true;
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break;
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case Nz::WindowEventType_Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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uboUpdate = true;
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break;
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}
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default:
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break;
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}
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}
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if (updateClock.GetMilliseconds() > 1000 / 60)
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{
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float cameraSpeed = 2.f * updateClock.GetSeconds();
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updateClock.Restart();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
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// Si la flèche du bas ou la touche S est pressée, on recule
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
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// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
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viewerPos += Nz::Vector3f::Up() * cameraSpeed;
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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uboUpdate = true;
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}
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Nz::RenderFrame frame = windowImpl->Acquire();
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if (!frame)
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continue;
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if (frame.IsFramebufferInvalidated())
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RebuildCommandBuffer();
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ubo.viewMatrix = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
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if (uboUpdate)
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{
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auto& allocation = frame.GetUploadPool().Allocate(uniformSize);
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std::memcpy(allocation.mappedPtr, &ubo, sizeof(ubo));
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
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{
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builder.PreTransferBarrier();
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builder.CopyBuffer(allocation, uniformBuffer.get());
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Transfer);
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uboUpdate = false;
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}
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frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
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frame.Present();
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window.Display();
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// On incrémente le compteur de FPS improvisé
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fps++;
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if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
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{
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// Et on insère ces données dans le titre de la fenêtre
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window.SetTitle(windowTitle + " - " + Nz::String::Number(fps) + " FPS");
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/*
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Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
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via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
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Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
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cela fonctionnera aussi comme ceci : "Chaîne de caractères".
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*/
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// Et on réinitialise le compteur de FPS
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fps = 0;
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// Et on relance l'horloge pour refaire ça dans une seconde
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secondClock.Restart();
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}
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}
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return EXIT_SUCCESS;
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}
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