1562 lines
56 KiB
C++
1562 lines
56 KiB
C++
#include <Nazara/Core.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Renderer.hpp>
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#include <NZSL/Math/FieldOffsets.hpp>
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#include <NZSL/Parser.hpp>
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#include <array>
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#include <chrono>
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#include <iostream>
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#include <random>
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#include <thread>
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NAZARA_REQUEST_DEDICATED_GPU()
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constexpr std::size_t BloomSubdivisionCount = 5;
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/*
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[layout(std140)]
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struct PointLight
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{
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color: vec3[f32],
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position: vec3[f32],
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constant: f32,
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linear: f32,
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quadratic: f32,
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}
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[layout(std140)]
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struct SpotLight
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{
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color: vec3[f32],
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position: vec3[f32],
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direction: vec3[f32],
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constant: f32,
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linear: f32,
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quadratic: f32,
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innerAngle: f32,
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outerAngle: f32,
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}
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*/
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struct PointLight
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{
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Nz::Color color = Nz::Color::White();
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Nz::Vector3f position = Nz::Vector3f::Zero();
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float radius = 1.f;
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};
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struct SpotLight
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{
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Nz::Color color = Nz::Color::White();
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Nz::Matrix4f transformMatrix;
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Nz::Vector3f position = Nz::Vector3f::Zero();
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Nz::Vector3f direction = Nz::Vector3f::Forward();
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float radius = 1.f;
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Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f);
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Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(20.f);
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};
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int main(int argc, char* argv[])
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{
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std::filesystem::path resourceDir = "assets/examples";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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std::filesystem::path shaderDir = "assets/shaders";
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if (!std::filesystem::is_directory(shaderDir) && std::filesystem::is_directory("../.." / shaderDir))
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shaderDir = "../.." / shaderDir;
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Nz::Application<Nz::Graphics> app(argc, argv);
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nzsl::ShaderWriter::States states;
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states.shaderModuleResolver = Nz::Graphics::Instance()->GetShaderModuleResolver();
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Nz::MeshParams meshParams;
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meshParams.center = true;
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meshParams.vertexRotation = Nz::EulerAnglesf(0.f, -90.f, 0.f);
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meshParams.vertexScale = Nz::Vector3f(0.002f);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo();
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auto& windowing = app.AddComponent<Nz::WindowingAppComponent>();
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std::string windowTitle = "Graphics Test";
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Nz::Window& window = windowing.CreateWindow(Nz::VideoMode(1920, 1080), windowTitle);
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Nz::WindowSwapchain windowSwapchain(device, window);
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std::shared_ptr<Nz::Mesh> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
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if (!spaceship)
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{
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NazaraError("failed to load model");
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return __LINE__;
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}
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*spaceship);
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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// Plane
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Nz::MeshParams meshPrimitiveParams;
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meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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planeMesh->CreateStatic();
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planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Identity(), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
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//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
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planeMesh->SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*planeMesh);
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// Skybox
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meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ);
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std::shared_ptr<Nz::Mesh> cubeMesh = std::make_shared<Nz::Mesh>();
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cubeMesh->CreateStatic();
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cubeMesh->BuildSubMesh(Nz::Primitive::Box(Nz::Vector3f::Unit(), Nz::Vector3ui(0), Nz::Matrix4f::Scale({ 1.f, -1.f, 1.f })), meshPrimitiveParams);
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cubeMesh->SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> cubeMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*cubeMesh);
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Nz::RenderPipelineLayoutInfo skyboxPipelineLayoutInfo;
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skyboxPipelineLayoutInfo.bindings.push_back({
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0, 0, 1,
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Nz::ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType_All
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});
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auto& textureBinding = skyboxPipelineLayoutInfo.bindings.emplace_back();
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textureBinding.setIndex = 0;
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textureBinding.bindingIndex = 1;
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textureBinding.shaderStageFlags = nzsl::ShaderStageType::Fragment;
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textureBinding.type = Nz::ShaderBindingType::Sampler;
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std::shared_ptr<Nz::RenderPipelineLayout> skyboxPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(skyboxPipelineLayoutInfo));
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Nz::RenderPipelineInfo skyboxPipelineInfo;
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skyboxPipelineInfo.depthBuffer = true;
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skyboxPipelineInfo.depthCompare = Nz::RendererComparison::Equal;
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skyboxPipelineInfo.faceCulling = Nz::FaceCulling::Front;
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skyboxPipelineInfo.pipelineLayout = skyboxPipelineLayout;
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skyboxPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "skybox.nzsl", states));
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skyboxPipelineInfo.vertexBuffers.push_back({
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0,
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meshPrimitiveParams.vertexDeclaration
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});
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std::shared_ptr<Nz::RenderPipeline> skyboxPipeline = device->InstantiateRenderPipeline(std::move(skyboxPipelineInfo));
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// Skybox
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std::shared_ptr<Nz::Texture> skyboxTexture;
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{
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Nz::Image skyboxImage(Nz::ImageType::Cubemap, Nz::PixelFormat::RGBA8, 2048, 2048);
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_right1.png");
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_top3.png");
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::PositiveZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_front5.png");
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeX, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_left2.png");
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeY, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_bottom4.png");
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skyboxImage.LoadFaceFromFile(Nz::CubemapFace::NegativeZ, resourceDir / "purple_nebula_skybox/purple_nebula_skybox_back6.png");
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skyboxTexture = Nz::Texture::CreateFromImage(skyboxImage, texParams);
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}
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// Cone mesh
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std::shared_ptr<Nz::Mesh> coneMesh = std::make_shared<Nz::Mesh>();
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coneMesh->CreateStatic();
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coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams);
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coneMesh->SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> coneMeshGfx = Nz::GraphicalMesh::BuildFromMesh(*coneMesh);
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Nz::MaterialSettings settings;
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Nz::PredefinedMaterials::AddBasicSettings(settings);
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Nz::MaterialPass customForwardPass;
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customForwardPass.states.depthBuffer = true;
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customForwardPass.shaders.emplace_back(std::make_shared<Nz::UberShader>(nzsl::ShaderStageType::Fragment, nzsl::ParseFromFile(shaderDir / "deferred_frag.nzsl")));
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customForwardPass.shaders.emplace_back(std::make_shared<Nz::UberShader>(nzsl::ShaderStageType::Vertex, nzsl::ParseFromFile(shaderDir / "deferred_vert.nzsl")));
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settings.AddPass("ForwardPass", customForwardPass);
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Nz::MaterialPass customDepthPass = customForwardPass;
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customDepthPass.options[Nz::CRC32("DepthPass")] = true;
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settings.AddPass("DepthPass", customDepthPass);
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auto deferredMaterial = std::make_shared<Nz::Material>(std::move(settings), "BasicMaterial");
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std::shared_ptr<Nz::MaterialInstance> spaceshipMat = deferredMaterial->Instantiate();
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spaceshipMat->SetTextureProperty("AlphaMap", Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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spaceshipMat->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
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std::shared_ptr<Nz::MaterialInstance> flareMaterial = deferredMaterial->Instantiate();
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flareMaterial->UpdatePassStates("ForwardPass", [](Nz::RenderStates& renderStates)
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{
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renderStates.depthClamp = true;
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renderStates.depthWrite = false;
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renderStates.faceCulling = Nz::FaceCulling::None;
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renderStates.blending = true;
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renderStates.blend.modeColor = Nz::BlendEquation::Add;
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renderStates.blend.modeAlpha = Nz::BlendEquation::Add;
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renderStates.blend.srcColor = Nz::BlendFunc::SrcAlpha;
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renderStates.blend.dstColor = Nz::BlendFunc::InvSrcAlpha;
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renderStates.blend.srcAlpha = Nz::BlendFunc::One;
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renderStates.blend.dstAlpha = Nz::BlendFunc::One;
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return true;
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});
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flareMaterial->UpdatePassFlags("ForwardPass", Nz::MaterialPassFlag::SortByDistance);
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flareMaterial->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "flare1.png", texParams));
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Nz::TextureSamplerInfo planeSampler;
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planeSampler.anisotropyLevel = 16;
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planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
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planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
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std::shared_ptr<Nz::MaterialInstance> planeMat = deferredMaterial->Instantiate();
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planeMat->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams), planeSampler);
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Nz::Model spaceshipModel(std::move(gfxMesh));
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for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
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spaceshipModel.SetMaterial(i, spaceshipMat);
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Nz::Model planeModel(std::move(planeMeshGfx));
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for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
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planeModel.SetMaterial(i, planeMat);
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::ViewerInstance viewerInstance;
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viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
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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));
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viewerInstance.UpdateNearFarPlanes(0.1f, 1000.f);
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Nz::WorldInstance modelInstance1;
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modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Left() + Nz::Vector3f::Up()));
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Nz::WorldInstance modelInstance2;
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modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Right() + Nz::Vector3f::Up()));
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Nz::WorldInstance planeInstance;
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Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo;
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lightingPipelineLayoutInfo.bindings.push_back({
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0, 0, 1,
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Nz::ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType_All
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});
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for (unsigned int i = 0; i < 3; ++i)
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{
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lightingPipelineLayoutInfo.bindings.push_back({
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0,
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i + 1,
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1,
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Nz::ShaderBindingType::Sampler,
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nzsl::ShaderStageType::Fragment,
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});
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}
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lightingPipelineLayoutInfo.bindings.push_back({
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1,
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0,
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1,
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Nz::ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex,
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});
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/*nzsl::FieldOffsets pointLightOffsets(nzsl::StructLayout::Std140);
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std::size_t colorOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float3);
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std::size_t positionOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float3);
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std::size_t constantOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t linearOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t quadraticOffset = pointLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));*/
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/*
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[layout(std140)]
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struct SpotLight
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{
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color: vec3[f32],
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position: vec3[f32],
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direction: vec3[f32],
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constant: f32,
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linear: f32,
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quadratic: f32,
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innerAngle: f32,
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outerAngle: f32,
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}
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*/
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nzsl::FieldOffsets spotLightOffsets(nzsl::StructLayout::Std140);
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std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(nzsl::StructFieldType::Float1, 4, 4, true);
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std::size_t colorOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
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std::size_t positionOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
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std::size_t directionOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float3);
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std::size_t radiusOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t invRadiusOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t innerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t outerAngleOffset = spotLightOffsets.AddField(nzsl::StructFieldType::Float1);
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std::size_t alignedSpotLightSize = Nz::AlignPow2(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
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constexpr std::size_t MaxPointLight = 2000;
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std::shared_ptr<Nz::RenderBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform, MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic | Nz::BufferUsage::Write);
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std::vector<SpotLight> spotLights;
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/*auto& firstSpot = spotLights.emplace_back();
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firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward();
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firstSpot.direction = Nz::Vector3f::Up();*/
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std::random_device rng;
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std::mt19937 randomEngine(rng());
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std::uniform_real_distribution<float> colorDis(0.f, 1.f);
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std::uniform_real_distribution<float> heightDis(0.15f, 1.f);
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std::uniform_real_distribution<float> posDis(-10.f, 10.f);
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std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
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std::uniform_real_distribution<float> dirYDis(-0.33f, 0.f);
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std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
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for (std::size_t i = 0; i < 1000; ++i)
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{
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auto& light = spotLights.emplace_back();
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light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
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light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
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light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
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light.radius = radiusDis(randomEngine);
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}
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// Bloom data
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Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfoViewer;
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fullscreenPipelineLayoutInfoViewer.bindings.push_back({
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0, 0, 1,
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Nz::ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType_All
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});
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fullscreenPipelineLayoutInfoViewer.bindings.push_back({
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0, 1, 1,
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Nz::ShaderBindingType::Sampler,
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nzsl::ShaderStageType::Fragment,
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});
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Nz::RenderPipelineInfo fullscreenPipelineInfoViewer;
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fullscreenPipelineInfoViewer.primitiveMode = Nz::PrimitiveMode::TriangleList;
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fullscreenPipelineInfoViewer.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfoViewer);
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fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "bloom_bright.nzsl", states));
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std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding;
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std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
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// Gaussian Blur
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Nz::RenderPipelineLayoutInfo gaussianBlurPipelineLayoutInfo = fullscreenPipelineLayoutInfoViewer;
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gaussianBlurPipelineLayoutInfo.bindings.push_back({
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0, 2, 1,
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Nz::ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType::Fragment,
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});
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Nz::RenderPipelineInfo gaussianBlurPipelineInfo = fullscreenPipelineInfoViewer;
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gaussianBlurPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(gaussianBlurPipelineLayoutInfo);
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nzsl::FieldOffsets gaussianBlurDataOffsets(nzsl::StructLayout::Std140);
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std::size_t gaussianBlurDataDirection = gaussianBlurDataOffsets.AddField(nzsl::StructFieldType::Float2);
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std::size_t gaussianBlurDataSize = gaussianBlurDataOffsets.AddField(nzsl::StructFieldType::Float1);
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gaussianBlurPipelineInfo.shaderModules.clear();
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gaussianBlurPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "gaussian_blur.nzsl", states));
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std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(gaussianBlurPipelineInfo);
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std::vector<std::shared_ptr<Nz::ShaderBinding>> gaussianBlurShaderBinding(BloomSubdivisionCount * 2);
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std::vector<Nz::UInt8> gaussianBlurData(gaussianBlurDataOffsets.GetSize());
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std::vector<std::shared_ptr<Nz::RenderBuffer>> gaussianBlurUbos;
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float sizeFactor = 2.f;
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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{
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Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(1.f, 0.f);
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Nz::AccessByOffset<float&>(gaussianBlurData.data(), gaussianBlurDataSize) = sizeFactor;
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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();
|
|
}
|