NazaraEngine/examples/DeferredShading/main.cpp

1562 lines
56 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Renderer.hpp>
#include <NZSL/Math/FieldOffsets.hpp>
#include <NZSL/Parser.hpp>
#include <array>
#include <chrono>
#include <iostream>
#include <random>
#include <thread>
NAZARA_REQUEST_DEDICATED_GPU()
constexpr std::size_t BloomSubdivisionCount = 5;
/*
[layout(std140)]
struct PointLight
{
color: vec3[f32],
position: vec3[f32],
constant: f32,
linear: f32,
quadratic: f32,
}
[layout(std140)]
struct SpotLight
{
color: vec3[f32],
position: vec3[f32],
direction: vec3[f32],
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
struct PointLight
{
Nz::Color color = Nz::Color::White();
Nz::Vector3f position = Nz::Vector3f::Zero();
float radius = 1.f;
};
struct SpotLight
{
Nz::Color color = Nz::Color::White();
Nz::Matrix4f transformMatrix;
Nz::Vector3f position = Nz::Vector3f::Zero();
Nz::Vector3f direction = Nz::Vector3f::Forward();
float radius = 1.f;
Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f);
Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(20.f);
};
int main(int argc, char* argv[])
{
std::filesystem::path resourceDir = "assets/examples";
if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
resourceDir = "../.." / resourceDir;
std::filesystem::path shaderDir = "assets/shaders";
if (!std::filesystem::is_directory(shaderDir) && std::filesystem::is_directory("../.." / shaderDir))
shaderDir = "../.." / shaderDir;
Nz::Application<Nz::Graphics> app(argc, argv);
nzsl::ShaderWriter::States states;
states.shaderModuleResolver = Nz::Graphics::Instance()->GetShaderModuleResolver();
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::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo();
auto& windowing = app.AddComponent<Nz::WindowingAppComponent>();
std::string windowTitle = "Graphics Test";
Nz::Window& window = windowing.CreateWindow(Nz::VideoMode(1920, 1080), windowTitle);
Nz::WindowSwapchain windowSwapchain(device, window);
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::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*spaceship);
Nz::TextureParams texParams;
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
// Plane
Nz::MeshParams meshPrimitiveParams;
meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
planeMesh->CreateStatic();
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Identity(), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
planeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*planeMesh);
// Skybox
meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ);
std::shared_ptr<Nz::Mesh> cubeMesh = std::make_shared<Nz::Mesh>();
cubeMesh->CreateStatic();
cubeMesh->BuildSubMesh(Nz::Primitive::Box(Nz::Vector3f::Unit(), Nz::Vector3ui(0), Nz::Matrix4f::Scale({ 1.f, -1.f, 1.f })), meshPrimitiveParams);
cubeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> cubeMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*cubeMesh);
Nz::RenderPipelineLayoutInfo skyboxPipelineLayoutInfo;
skyboxPipelineLayoutInfo.bindings.push_back({
0, 0, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType_All
});
auto& textureBinding = skyboxPipelineLayoutInfo.bindings.emplace_back();
textureBinding.setIndex = 0;
textureBinding.bindingIndex = 1;
textureBinding.shaderStageFlags = nzsl::ShaderStageType::Fragment;
textureBinding.type = Nz::ShaderBindingType::Sampler;
std::shared_ptr<Nz::RenderPipelineLayout> skyboxPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(skyboxPipelineLayoutInfo));
Nz::RenderPipelineInfo skyboxPipelineInfo;
skyboxPipelineInfo.depthBuffer = true;
skyboxPipelineInfo.depthCompare = Nz::RendererComparison::Equal;
skyboxPipelineInfo.faceCulling = Nz::FaceCulling::Front;
skyboxPipelineInfo.pipelineLayout = skyboxPipelineLayout;
skyboxPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "skybox.nzsl", states));
skyboxPipelineInfo.vertexBuffers.push_back({
0,
meshPrimitiveParams.vertexDeclaration
});
std::shared_ptr<Nz::RenderPipeline> skyboxPipeline = device->InstantiateRenderPipeline(std::move(skyboxPipelineInfo));
// Skybox
std::shared_ptr<Nz::Texture> skyboxTexture;
{
Nz::Image skyboxImage(Nz::ImageType::Cubemap, Nz::PixelFormat::RGBA8, 2048, 2048);
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_right1.png");
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_top3.png");
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_front5.png");
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_left2.png");
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_bottom4.png");
skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_back6.png");
skyboxTexture = Nz::Texture::CreateFromImage(skyboxImage, texParams);
}
// Cone mesh
std::shared_ptr<Nz::Mesh> coneMesh = std::make_shared<Nz::Mesh>();
coneMesh->CreateStatic();
coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams);
coneMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> coneMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*coneMesh);
Nz::MaterialSettings settings;
Nz::PredefinedMaterials::AddBasicSettings(settings);
Nz::MaterialPass customForwardPass;
customForwardPass.states.depthBuffer = true;
customForwardPass.shaders.emplace_back(std::make_shared<Nz::UberShader>(nzsl::ShaderStageType::Fragment, nzsl::ParseFromFile(shaderDir / "deferred_frag.nzsl")));
customForwardPass.shaders.emplace_back(std::make_shared<Nz::UberShader>(nzsl::ShaderStageType::Vertex, nzsl::ParseFromFile(shaderDir / "deferred_vert.nzsl")));
settings.AddPass("ForwardPass", customForwardPass);
Nz::MaterialPass customDepthPass = customForwardPass;
customDepthPass.options[Nz::CRC32("DepthPass")] = true;
settings.AddPass("DepthPass", customDepthPass);
auto deferredMaterial = std::make_shared<Nz::Material>(std::move(settings), "BasicMaterial");
std::shared_ptr<Nz::MaterialInstance> spaceshipMat = deferredMaterial->Instantiate();
spaceshipMat->SetTextureProperty("AlphaMap", Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
spaceshipMat->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
std::shared_ptr<Nz::MaterialInstance> flareMaterial = deferredMaterial->Instantiate();
flareMaterial->UpdatePassStates("ForwardPass", [](Nz::RenderStates& renderStates)
{
renderStates.depthClamp = true;
renderStates.depthWrite = false;
renderStates.faceCulling = Nz::FaceCulling::None;
renderStates.blending = true;
renderStates.blend.modeColor = Nz::BlendEquation::Add;
renderStates.blend.modeAlpha = Nz::BlendEquation::Add;
renderStates.blend.srcColor = Nz::BlendFunc::SrcAlpha;
renderStates.blend.dstColor = Nz::BlendFunc::InvSrcAlpha;
renderStates.blend.srcAlpha = Nz::BlendFunc::One;
renderStates.blend.dstAlpha = Nz::BlendFunc::One;
return true;
});
flareMaterial->UpdatePassFlags("ForwardPass", Nz::MaterialPassFlag::SortByDistance);
flareMaterial->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "flare1.png", texParams));
Nz::TextureSamplerInfo planeSampler;
planeSampler.anisotropyLevel = 16;
planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
std::shared_ptr<Nz::MaterialInstance> planeMat = deferredMaterial->Instantiate();
planeMat->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams), planeSampler);
Nz::Model spaceshipModel(std::move(gfxMesh));
for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
spaceshipModel.SetMaterial(i, spaceshipMat);
Nz::Model planeModel(std::move(planeMeshGfx));
for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
planeModel.SetMaterial(i, planeMat);
Nz::Vector2ui windowSize = window.GetSize();
Nz::ViewerInstance viewerInstance;
viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 1));
viewerInstance.UpdateNearFarPlanes(0.1f, 1000.f);
Nz::WorldInstance modelInstance1;
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Left() + Nz::Vector3f::Up()));
Nz::WorldInstance modelInstance2;
modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Right() + Nz::Vector3f::Up()));
Nz::WorldInstance planeInstance;
Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo;
lightingPipelineLayoutInfo.bindings.push_back({
0, 0, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType_All
});
for (unsigned int i = 0; i < 3; ++i)
{
lightingPipelineLayoutInfo.bindings.push_back({
0,
i + 1,
1,
Nz::ShaderBindingType::Sampler,
nzsl::ShaderStageType::Fragment,
});
}
lightingPipelineLayoutInfo.bindings.push_back({
1,
0,
1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex,
});
/*nzsl::FieldOffsets pointLightOffsets(nzsl::StructLayout::Std140);
std::size_t colorOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float3);
std::size_t positionOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float3);
std::size_t constantOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t linearOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t quadraticOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));*/
/*
[layout(std140)]
struct SpotLight
{
color: vec3[f32],
position: vec3[f32],
direction: vec3[f32],
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
nzsl::FieldOffsets spotLightOffsets(nzsl::StructLayout::Std140);
std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(nzsl::StructFieldType::Float1, 4, 4, true);
std::size_t colorOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
std::size_t positionOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
std::size_t directionOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
std::size_t radiusOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t invRadiusOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t innerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t outerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t alignedSpotLightSize = Nz::AlignPow2(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
constexpr std::size_t MaxPointLight = 2000;
std::shared_ptr<Nz::RenderBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform, MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write);
std::vector<SpotLight> spotLights;
/*auto& firstSpot = spotLights.emplace_back();
firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward();
firstSpot.direction = Nz::Vector3f::Up();*/
std::random_device rng;
std::mt19937 randomEngine(rng());
std::uniform_real_distribution<float> colorDis(0.f, 1.f);
std::uniform_real_distribution<float> heightDis(0.15f, 1.f);
std::uniform_real_distribution<float> posDis(-10.f, 10.f);
std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
std::uniform_real_distribution<float> dirYDis(-0.33f, 0.f);
std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
for (std::size_t i = 0; i < 1000; ++i)
{
auto& light = spotLights.emplace_back();
light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
light.radius = radiusDis(randomEngine);
}
// Bloom data
Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfoViewer;
fullscreenPipelineLayoutInfoViewer.bindings.push_back({
0, 0, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType_All
});
fullscreenPipelineLayoutInfoViewer.bindings.push_back({
0, 1, 1,
Nz::ShaderBindingType::Sampler,
nzsl::ShaderStageType::Fragment,
});
Nz::RenderPipelineInfo fullscreenPipelineInfoViewer;
fullscreenPipelineInfoViewer.primitiveMode = Nz::PrimitiveMode::TriangleList;
fullscreenPipelineInfoViewer.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfoViewer);
fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "bloom_bright.nzsl", states));
std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding;
std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
// Gaussian Blur
Nz::RenderPipelineLayoutInfo gaussianBlurPipelineLayoutInfo = fullscreenPipelineLayoutInfoViewer;
gaussianBlurPipelineLayoutInfo.bindings.push_back({
0, 2, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType::Fragment,
});
Nz::RenderPipelineInfo gaussianBlurPipelineInfo = fullscreenPipelineInfoViewer;
gaussianBlurPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(gaussianBlurPipelineLayoutInfo);
nzsl::FieldOffsets gaussianBlurDataOffsets(nzsl::StructLayout::Std140);
std::size_t gaussianBlurDataDirection = gaussianBlurDataOffsets.AddField(nzsl::StructFieldType::Float2);
std::size_t gaussianBlurDataSize = gaussianBlurDataOffsets.AddField(nzsl::StructFieldType::Float1);
gaussianBlurPipelineInfo.shaderModules.clear();
gaussianBlurPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "gaussian_blur.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(gaussianBlurPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> gaussianBlurShaderBinding(BloomSubdivisionCount * 2);
std::vector<Nz::UInt8> gaussianBlurData(gaussianBlurDataOffsets.GetSize());
std::vector<std::shared_ptr<Nz::RenderBuffer>> gaussianBlurUbos;
float sizeFactor = 2.f;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(1.f, 0.f);
Nz::AccessByOffset<float&>(gaussianBlurData.data(), gaussianBlurDataSize) = sizeFactor;
std::shared_ptr<Nz::RenderBuffer> horizontalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform, gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, gaussianBlurData.data());
Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(0.f, 1.f);
std::shared_ptr<Nz::RenderBuffer> verticalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform, gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, gaussianBlurData.data());
sizeFactor *= 2.f;
gaussianBlurUbos.push_back(horizontalBlurData);
gaussianBlurUbos.push_back(verticalBlurData);
}
// Tone mapping
std::shared_ptr<Nz::ShaderBinding> toneMappingShaderBinding;
fullscreenPipelineInfoViewer.shaderModules.clear();
fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "tone_mapping.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> toneMappingPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
// Bloom blend
std::shared_ptr<Nz::ShaderBinding> bloomBlitBinding;
Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo;
bloomBlendPipelineLayoutInfo.bindings.push_back({
0, 0, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType_All
});
/*bloomBlendPipelineLayoutInfo.bindings.push_back({
0, 1, 1,
Nz::ShaderBindingType::Texture,
nzsl::ShaderStageType::Fragment,
});*/
bloomBlendPipelineLayoutInfo.bindings.push_back({
0, 2, 1,
Nz::ShaderBindingType::Sampler,
nzsl::ShaderStageType::Fragment,
});
Nz::RenderPipelineInfo bloomBlendPipelineInfo;
bloomBlendPipelineInfo.blending = true;
bloomBlendPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
bloomBlendPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo);
bloomBlendPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "bloom_final.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> bloomBlendShaderBinding(BloomSubdivisionCount);
// Gamma correction
Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
fullscreenPipelineLayoutInfo.bindings.push_back({
0, 0, 1,
Nz::ShaderBindingType::Sampler,
nzsl::ShaderStageType::Fragment,
});
Nz::RenderPipelineInfo fullscreenPipelineInfo;
fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo);
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "gamma.nzsl", states));
// God rays
Nz::RenderPipelineLayoutInfo godraysPipelineLayoutInfo;
godraysPipelineLayoutInfo.bindings = {
{
{
0, 0, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType::Fragment,
},
{
0, 1, 1,
Nz::ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType::Fragment,
},
{
0, 2, 1,
Nz::ShaderBindingType::Sampler,
nzsl::ShaderStageType::Fragment,
},
}
};
Nz::RenderPipelineInfo godraysPipelineInfo;
godraysPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
godraysPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(godraysPipelineLayoutInfo);
godraysPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "god_rays.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> godraysPipeline = device->InstantiateRenderPipeline(godraysPipelineInfo);
nzsl::FieldOffsets godraysFieldOffsets(nzsl::StructLayout::Std140);
std::size_t gr_exposureOffset = godraysFieldOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t gr_decayOffset = godraysFieldOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t gr_densityOffset = godraysFieldOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t gr_weightOffset = godraysFieldOffsets.AddField(nzsl::StructFieldType::Float1);
std::size_t gr_lightPositionOffset = godraysFieldOffsets.AddField(nzsl::StructFieldType::Float2);
std::shared_ptr<Nz::ShaderBinding> godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
/*
uniformExposure = 0.0034f;
uniformDecay = 1.0f;
uniformDensity = 0.84f;
uniformWeight = 5.65f;
*/
std::vector<Nz::UInt8> godRaysData(godraysFieldOffsets.GetSize());
Nz::AccessByOffset<float&>(godRaysData.data(), gr_exposureOffset) = 0.0034f;
Nz::AccessByOffset<float&>(godRaysData.data(), gr_decayOffset) = 0.99f;
Nz::AccessByOffset<float&>(godRaysData.data(), gr_densityOffset) = 0.95f;
Nz::AccessByOffset<float&>(godRaysData.data(), gr_weightOffset) = 5.65f;
Nz::AccessByOffset<Nz::Vector2f&>(godRaysData.data(), gr_lightPositionOffset) = Nz::Vector2f(0.5f, 0.1f);
std::shared_ptr<Nz::RenderBuffer> godRaysUBO = device->InstantiateBuffer(Nz::BufferType::Uniform, godRaysData.size(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write, godRaysData.data());
std::shared_ptr<Nz::ShaderBinding> godRaysBlitShaderBinding;
std::shared_ptr<Nz::RenderPipeline> fullscreenPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfo);
Nz::RenderPipelineInfo lightingPipelineInfo;
lightingPipelineInfo.blending = true;
lightingPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
lightingPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
lightingPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
lightingPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
lightingPipelineInfo.vertexBuffers.push_back({
0,
meshPrimitiveParams.vertexDeclaration
});
lightingPipelineInfo.depthBuffer = false;
lightingPipelineInfo.faceCulling = Nz::FaceCulling::Front;
lightingPipelineInfo.stencilTest = true;
lightingPipelineInfo.stencilBack.compare = Nz::RendererComparison::NotEqual;
lightingPipelineInfo.stencilBack.fail = Nz::StencilOperation::Zero;
lightingPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Zero;
lightingPipelineInfo.stencilBack.pass = Nz::StencilOperation::Zero;
lightingPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "lighting.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> lightingPipeline = device->InstantiateRenderPipeline(lightingPipelineInfo);
Nz::RenderPipelineInfo stencilPipelineInfo;
stencilPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
stencilPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(lightingPipelineLayoutInfo);
stencilPipelineInfo.vertexBuffers.push_back({
0,
meshPrimitiveParams.vertexDeclaration
});
stencilPipelineInfo.colorWriteMask = 0;
stencilPipelineInfo.depthBuffer = true;
stencilPipelineInfo.depthWrite = false;
stencilPipelineInfo.faceCulling = Nz::FaceCulling::None;
stencilPipelineInfo.stencilTest = true;
stencilPipelineInfo.stencilFront.compare = Nz::RendererComparison::Always;
stencilPipelineInfo.stencilFront.depthFail = Nz::StencilOperation::Invert;
stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always;
stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert;
stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "lighting.nzsl", states));
std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
std::shared_ptr<Nz::ShaderBinding> bloomSkipBlit;
std::shared_ptr<Nz::ShaderBinding> finalBlitBinding;
bool lightUpdate = true;
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
std::shared_ptr<Nz::ShaderBinding> skyboxShaderBinding = skyboxPipelineLayout->AllocateShaderBinding(0);
skyboxShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::SampledTextureBinding {
skyboxTexture.get(),
textureSampler.get()
}
}
});
std::shared_ptr<Nz::ShaderBinding> gbufferShaderBinding;
bool bloomEnabled = true;
bool forwardEnabled = true;
bool lightAnimation = true;
std::size_t colorTexture;
std::size_t normalTexture;
std::size_t positionTexture;
std::size_t depthBuffer1;
std::size_t depthBuffer2;
std::size_t bloomBrightOutput;
std::size_t bloomOutput;
std::vector<std::size_t> bloomTextures(BloomSubdivisionCount * 2);
std::size_t lightOutput;
std::size_t occluderTexture;
std::size_t godRaysTexture;
std::size_t toneMappingOutput;
Nz::SpriteChainRenderer spritechainRenderer(*device);
std::unique_ptr<Nz::ElementRendererData> spriteRendererData = spritechainRenderer.InstanciateData();
Nz::Sprite flareSprite(flareMaterial);
flareSprite.SetSize({ 128.f, 128.f });
flareSprite.SetSize(flareSprite.GetSize() * 0.1f);
flareSprite.SetOrigin({ 0.5f, 0.5f });
Nz::Vector3f flarePosition = { 0.f, 6.f, 100.f };
Nz::WorldInstance flareInstance;
flareInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(flarePosition));
Nz::SubmeshRenderer submeshRenderer;
std::unique_ptr<Nz::ElementRendererData> submeshRendererData = submeshRenderer.InstanciateData();
std::size_t forwardPassIndex = Nz::Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("ForwardPass");
Nz::RenderFrame* currentFrame = nullptr;
Nz::ElementRendererRegistry elementRegistry;
Nz::BakedFrameGraph bakedGraph = [&]
{
Nz::PixelFormat depthStencilFormat = Nz::PixelFormat::Undefined;
for (Nz::PixelFormat candidate : { Nz::PixelFormat::Depth24Stencil8, Nz::PixelFormat::Depth32FStencil8, Nz::PixelFormat::Depth16Stencil8 })
{
if (device->IsTextureFormatSupported(candidate, Nz::TextureUsage::DepthStencilAttachment))
{
depthStencilFormat = candidate;
break;
}
}
if (depthStencilFormat == Nz::PixelFormat::Undefined)
{
std::cerr << "no depth-stencil format found" << std::endl;
std::exit(__LINE__);
}
Nz::FrameGraph graph;
colorTexture = graph.AddAttachment({
"Color",
Nz::PixelFormat::RGBA8
});
normalTexture = graph.AddAttachment({
"Normal",
Nz::PixelFormat::RGBA8
});
positionTexture = graph.AddAttachment({
"Position",
Nz::PixelFormat::RGBA32F
});
depthBuffer1 = graph.AddAttachment({
"Depth buffer",
depthStencilFormat
});
depthBuffer2 = graph.AddAttachment({
"Depth buffer",
depthStencilFormat
});
lightOutput = graph.AddAttachment({
"Light output",
Nz::PixelFormat::RGBA16F
});
occluderTexture = graph.AddAttachment({
"Occluder texture",
Nz::PixelFormat::RGBA8,
});
godRaysTexture = graph.AddAttachment({
.name = "God rays texture",
.format = Nz::PixelFormat::RGBA16F,
.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
.width = 50'000,
.height = 50'000
});
bloomOutput = graph.AddAttachmentProxy("Bloom output", lightOutput);
unsigned int bloomSize = 50'000;
bloomBrightOutput = graph.AddAttachment({
.name = "Bloom bright output",
.format = Nz::PixelFormat::RGBA16F,
.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
.width = bloomSize,
.height = bloomSize
});
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
bloomTextures[i * 2 + 0] = graph.AddAttachment({
.name = "Bloom texture #" + std::to_string(i),
.format = Nz::PixelFormat::RGBA16F,
.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
.width = bloomSize,
.height = bloomSize
});
bloomTextures[i * 2 + 1] = graph.AddAttachment({
.name = "Bloom texture #" + std::to_string(i),
.format = Nz::PixelFormat::RGBA16F,
.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
.width = bloomSize,
.height = bloomSize
});
bloomSize /= 2;
}
toneMappingOutput = graph.AddAttachment({
.name = "Tone mapping",
.format = Nz::PixelFormat::RGBA8,
.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
.width = 100'000,
.height = 100'000
});
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(depthBuffer1);
gbufferPass.SetExecutionCallback([&]
{
return Nz::FramePassExecution::Execute;
});
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetViewport(env.renderRect);
Nz::InstancedRenderable::ElementData elementData;
elementData.scissorBox = &env.renderRect;
elementData.skeletonInstance = nullptr;
std::vector<Nz::RenderElementOwner> elements;
elementData.worldInstance = &modelInstance1;
spaceshipModel.BuildElement(elementRegistry, elementData, forwardPassIndex, elements);
elementData.worldInstance = &modelInstance2;
spaceshipModel.BuildElement(elementRegistry, elementData, forwardPassIndex, elements);
elementData.worldInstance = &planeInstance;
planeModel.BuildElement(elementRegistry, elementData, forwardPassIndex, elements);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
elementPointers.reserve(elements.size());
for (const auto& elementOwner : elements)
elementPointers.emplace_back(elementOwner.GetElement());
submeshRenderer.Prepare(viewerInstance, *submeshRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data());
submeshRenderer.PrepareEnd(*currentFrame, *spriteRendererData);
submeshRenderer.Render(viewerInstance, *submeshRendererData, builder, elementPointers.size(), elementPointers.data());
});
Nz::FramePass& lightingPass = graph.AddPass("Lighting pass");
lightingPass.SetExecutionCallback([&]
{
return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
});
lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
//builder.BindVertexBuffer(0, vertexBuffer.get());
builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get(), Nz::IndexType::U16);
builder.BindVertexBuffer(0, *coneMeshGfx->GetVertexBuffer(0).get());
builder.BindRenderShaderBinding(0, *gbufferShaderBinding);
for (std::size_t i = 0; i < spotLights.size(); ++i)
{
builder.BindRenderShaderBinding(1, *lightingShaderBindings[i]);
builder.BindRenderPipeline(*stencilPipeline);
builder.DrawIndexed(coneMeshGfx->GetIndexCount(0));
builder.BindRenderPipeline(*lightingPipeline);
builder.DrawIndexed(coneMeshGfx->GetIndexCount(0));
}
});
lightingPass.AddInput(colorTexture);
lightingPass.AddInput(normalTexture);
lightingPass.AddInput(positionTexture);
lightingPass.SetClearColor(lightingPass.AddOutput(lightOutput), Nz::Color::Black());
lightingPass.SetDepthStencilInput(depthBuffer1);
lightingPass.SetDepthStencilOutput(depthBuffer1);
Nz::FramePass& forwardPass = graph.AddPass("Forward pass");
forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *skyboxShaderBinding);
builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0), Nz::IndexType::U16);
builder.BindVertexBuffer(0, *cubeMeshGfx->GetVertexBuffer(0));
builder.BindRenderPipeline(*skyboxPipeline);
builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
Nz::InstancedRenderable::ElementData elementData;
elementData.scissorBox = &env.renderRect;
elementData.skeletonInstance = nullptr;
elementData.worldInstance = &flareInstance;
std::vector<Nz::RenderElementOwner> elements;
flareSprite.BuildElement(elementRegistry, elementData, forwardPassIndex, elements);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
elementPointers.reserve(elements.size());
for (const auto& element : elements)
elementPointers.emplace_back(element.GetElement());
spritechainRenderer.Prepare(viewerInstance, *spriteRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data());
spritechainRenderer.Render(viewerInstance, *spriteRendererData, builder, elementPointers.size(), elementPointers.data());
});
forwardPass.SetExecutionCallback([&]
{
return (forwardEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
forwardPass.AddInput(lightOutput);
forwardPass.AddOutput(lightOutput);
forwardPass.SetDepthStencilInput(depthBuffer1);
forwardPass.SetDepthStencilOutput(depthBuffer2);
Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetViewport(env.renderRect);
Nz::InstancedRenderable::ElementData elementData;
elementData.scissorBox = &env.renderRect;
elementData.skeletonInstance = nullptr;
elementData.worldInstance = &flareInstance;
std::vector<Nz::RenderElementOwner> elements;
flareSprite.BuildElement(elementRegistry, elementData, forwardPassIndex, elements);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
elementPointers.reserve(elements.size());
for (const auto& element : elements)
elementPointers.emplace_back(element.GetElement());
spritechainRenderer.Prepare(viewerInstance, *spriteRendererData, *currentFrame, elementPointers.size(), elementPointers.data(), renderStates.data());
spritechainRenderer.PrepareEnd(*currentFrame, *spriteRendererData);
spritechainRenderer.Render(viewerInstance, *spriteRendererData, builder, elementPointers.size(), elementPointers.data());
});
occluderPass.AddOutput(occluderTexture);
occluderPass.SetClearColor(0, Nz::Color::Black());
occluderPass.SetDepthStencilInput(depthBuffer1);
Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass");
godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *godRaysShaderBinding);
builder.BindRenderPipeline(*godraysPipeline);
builder.Draw(3);
});
godraysPass.AddInput(occluderTexture);
godraysPass.AddOutput(godRaysTexture);
Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *bloomBrightShaderBinding);
builder.BindRenderPipeline(*bloomBrightPipeline);
builder.Draw(3);
});
bloomBrightPass.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBrightPass.AddInput(lightOutput);
bloomBrightPass.AddOutput(bloomBrightOutput);
std::size_t bloomTextureIndex = 0;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
builder.BindRenderPipeline(*gaussianBlurPipeline);
builder.Draw(3);
});
bloomBlurPassHorizontal.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlurPassHorizontal.AddInput((i == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]);
bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
builder.BindRenderPipeline(*gaussianBlurPipeline);
builder.Draw(3);
});
bloomBlurPassVertical.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlurPassVertical.AddInput(bloomTextures[bloomTextureIndex++]);
bloomBlurPassVertical.AddOutput(bloomTextures[bloomTextureIndex]);
}
Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
// Blend bloom
builder.BindRenderPipeline(*bloomBlendPipeline);
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
builder.BindRenderShaderBinding(0, *bloomBlendShaderBinding[i]);
builder.Draw(3);
}
// God rays
builder.BindRenderShaderBinding(0, *godRaysBlitShaderBinding);
builder.Draw(3);
});
bloomBlendPass.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlendPass.AddInput(lightOutput);
bloomBlendPass.AddInput(godRaysTexture);
bloomBlendPass.SetReadInput(0, false);
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
bloomBlendPass.AddInput(bloomTextures[i * 2 + 1]);
bloomBlendPass.AddOutput(bloomOutput);
Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
toneMappingPass.AddInput(bloomOutput);
toneMappingPass.AddOutput(toneMappingOutput);
toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindRenderShaderBinding(0, *toneMappingShaderBinding);
builder.BindRenderPipeline(*toneMappingPipeline);
builder.Draw(3);
});
graph.AddOutput(toneMappingOutput);
return graph.Bake();
}();
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);
Nz::MillisecondClock updateClock;
Nz::MillisecondClock fpsClock;
unsigned int fps = 0;
std::size_t totalFrameCount = 0;
Nz::Mouse::SetRelativeMouseMode(true);
Nz::Time elapsedTime = Nz::Time::Zero();
Nz::Time time = Nz::GetElapsedNanoseconds();
auto ComputeLightAnimationSpeed = [](const Nz::Vector3f& position)
{
return position.GetLength() / 15.f;
};
auto AnimateLightPosition = [](const Nz::Vector3f& position, float rotationSpeed, float elapsedTime)
{
rotationSpeed *= 45.f;
return Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * rotationSpeed, 0.f)) * position;
};
auto AnimateLightDirection = [](const Nz::Vector3f& direction, float rotationSpeed, float elapsedTime)
{
rotationSpeed *= 90.f;
return Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, elapsedTime * rotationSpeed, 0.f)) * direction;
};
window.GetEventHandler().OnEvent.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent& event)
{
switch (event.type)
{
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;
break;
}
case Nz::WindowEventType::KeyPressed:
{
if (event.key.scancode == Nz::Keyboard::Scancode::Space)
{
float elapsedSeconds = elapsedTime.AsSeconds();
float rotationSpeed = ComputeLightAnimationSpeed(viewerPos);
auto& spotLight = spotLights.emplace_back();
spotLight.color = Nz::Color(0.4f, 0.4f, 1.f);
spotLight.radius = 5.f;
spotLight.position = AnimateLightPosition(viewerPos, rotationSpeed, -elapsedSeconds);
spotLight.direction = AnimateLightDirection(camQuat * Nz::Vector3f::Forward(), rotationSpeed, -elapsedSeconds);
lightUpdate = true;
}
else if (event.key.virtualKey == Nz::Keyboard::VKey::F)
forwardEnabled = !forwardEnabled;
else if (event.key.virtualKey == Nz::Keyboard::VKey::A)
lightAnimation = !lightAnimation;
else if (event.key.virtualKey == Nz::Keyboard::VKey::B)
bloomEnabled = !bloomEnabled;
else if (event.key.virtualKey == Nz::Keyboard::VKey::E)
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Transform(viewerPos, camQuat));
break;
}
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui newSize = window.GetSize();
viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(newSize.x) / newSize.y, 0.1f, 1000.f));
break;
}
default:
break;
}
});
app.AddUpdaterFunc([&](Nz::Time deltaTime)
{
if (lightAnimation)
elapsedTime += deltaTime;
if (std::optional<Nz::Time> movementDuration = updateClock.RestartIfOver(Nz::Time::TickDuration(60)))
{
float cameraSpeed = 2.f * movementDuration->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;
viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camQuat));
}
Nz::RenderFrame frame = windowSwapchain.AcquireFrame();
if (!frame)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
return;
}
currentFrame = &frame;
std::array<Nz::Vector2ui, 1> sizes = { currentFrame->GetSize() };
if (bakedGraph.Resize(frame, sizes))
{
frame.PushForRelease(std::move(gbufferShaderBinding));
gbufferShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
gbufferShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(colorTexture).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(normalTexture).get(),
textureSampler.get()
}
},
{
3,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(positionTexture).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(lightingShaderBindings));
lightingShaderBindings.clear();
for (std::size_t i = 0; i < MaxPointLight; ++i)
{
std::shared_ptr<Nz::ShaderBinding> lightingShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding(1);
lightingShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
lightUbo.get(),
i * alignedSpotLightSize, spotLightOffsets.GetAlignedSize()
}
}
});
lightingShaderBindings.emplace_back(std::move(lightingShaderBinding));
}
frame.PushForRelease(std::move(bloomBrightShaderBinding));
bloomBrightShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0);
bloomBrightShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
}
});
std::size_t bloomTextureIndex = 0;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
for (std::size_t j = 0; j < 2; ++j)
{
frame.PushForRelease(std::move(gaussianBlurShaderBinding[i * 2 + j]));
gaussianBlurShaderBinding[i * 2 + j] = gaussianBlurPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
gaussianBlurShaderBinding[i * 2 + j]->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture((i == 0 && j == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::UniformBufferBinding {
gaussianBlurUbos[i * 2 + j].get(),
0, gaussianBlurUbos[i * 2 + j]->GetSize()
}
}
});
}
frame.PushForRelease(std::move(bloomBlendShaderBinding[i]));
bloomBlendShaderBinding[i] = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
bloomBlendShaderBinding[i]->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
/*{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
},*/
{
2,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextures[i * 2 + 1]).get(),
textureSampler.get()
}
}
});
}
frame.PushForRelease(std::move(bloomBlitBinding));
bloomBlitBinding = Nz::Graphics::Instance()->GetBlitPipelineLayout()->AllocateShaderBinding(0);
bloomBlitBinding->Update({
{
0,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(bloomSkipBlit));
bloomSkipBlit = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
bloomSkipBlit->Update({
{
0,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(godRaysShaderBinding));
godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
godRaysShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::UniformBufferBinding {
godRaysUBO.get(),
0, godRaysUBO->GetSize()
}
},
{
2,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(occluderTexture).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(toneMappingShaderBinding));
toneMappingShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0);
toneMappingShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(bloomOutput).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(godRaysBlitShaderBinding));
godRaysBlitShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
godRaysBlitShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
/*{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
},*/
{
2,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(godRaysTexture).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(finalBlitBinding));
finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
finalBlitBinding->Update({
{
0,
Nz::ShaderBinding::SampledTextureBinding {
bakedGraph.GetAttachmentTexture(toneMappingOutput).get(),
textureSampler.get()
}
}
});
}
Nz::UploadPool& uploadPool = frame.GetUploadPool();
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow());
{
builder.PreTransferBarrier();
modelInstance1.OnTransfer(frame, builder);
modelInstance2.OnTransfer(frame, builder);
planeInstance.OnTransfer(frame, builder);
float elapsedSeconds = elapsedTime.AsSeconds();
Nz::EulerAnglesf flareRotation(0.f, 0.f, elapsedSeconds * 10.f);
flareInstance.UpdateWorldMatrix(Nz::Matrix4f::Transform(viewerPos + flarePosition, flareRotation));
flareInstance.OnTransfer(frame, builder);
viewerInstance.OnTransfer(frame, builder);
// Update light buffer
if (!spotLights.empty() && (lightUpdate || lightAnimation))
{
auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
Nz::UInt8* lightDataPtr = static_cast<Nz::UInt8*>(lightDataAllocation.mappedPtr);
for (const SpotLight& spotLight : spotLights)
{
float rotationSpeed = ComputeLightAnimationSpeed(spotLight.position);
Nz::Vector3f position = AnimateLightPosition(spotLight.position, rotationSpeed, elapsedSeconds);
Nz::Vector3f direction = AnimateLightDirection(spotLight.direction, rotationSpeed, elapsedSeconds);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r, spotLight.color.g, spotLight.color.b);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, positionOffset) = 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(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());
}
// Update light scattering buffer
{
Nz::Vector4f pos(flareInstance.GetWorldMatrix().GetTranslation(), 1.f);
pos = viewerInstance.GetViewMatrix() * pos;
pos = viewerInstance.GetProjectionMatrix() * pos;
pos /= pos.w;
Nz::Vector2f& lightPosition = Nz::AccessByOffset<Nz::Vector2f&>(godRaysData.data(), gr_lightPositionOffset);
lightPosition = Nz::Vector2f(pos.x * 0.5f + 0.5f, pos.y * 0.5f + 0.5f);
lightPosition.x = Nz::Clamp(std::abs(lightPosition.x), -0.5f, 1.5f);
lightPosition.y = Nz::Clamp(std::abs(lightPosition.y), -0.5f, 1.5f);
auto& lightScatteringAllocation = uploadPool.Allocate(godRaysData.size());
Nz::UInt8* dataPtr = static_cast<Nz::UInt8*>(lightScatteringAllocation.mappedPtr);
std::memcpy(dataPtr, godRaysData.data(), godRaysData.size());
builder.CopyBuffer(lightScatteringAllocation, godRaysUBO.get());
}
spaceshipMat->OnTransfer(frame, builder);
planeMat->OnTransfer(frame, builder);
flareMaterial->OnTransfer(frame, builder);
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
bakedGraph.Execute(frame);
const Nz::WindowSwapchain* windowRT = &windowSwapchain;
frame.Execute([&](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(toneMappingOutput));
Nz::CommandBufferBuilder::ClearValues clearValues[2];
clearValues[0].color = Nz::Color::Black();
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetImageIndex()), windowRT->GetRenderPass(), windowRenderRect, { clearValues[0], clearValues[1] });
{
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green());
{
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.BindRenderShaderBinding(0, *finalBlitBinding);
builder.BindRenderPipeline(*fullscreenPipeline);
builder.Draw(3);
}
builder.EndDebugRegion();
}
builder.EndRenderPass();
}, Nz::QueueType::Graphics);
frame.Present();
lightUpdate = false;
// On incrémente le compteur de FPS improvisé
fps++;
totalFrameCount++;
if (fpsClock.RestartIfOver(Nz::Time::Second()))
{
window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
fps = 0;
}
});
return app.Run();
}