200 lines
7.8 KiB
C++
200 lines
7.8 KiB
C++
#include <Nazara/Core.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Renderer.hpp>
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#include <chrono>
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#include <iostream>
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#include <thread>
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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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Nz::Application<Nz::Graphics> app(argc, argv);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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auto& windowing = app.AddComponent<Nz::WindowingAppComponent>();
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std::string windowTitle = "Physically Based Rendering 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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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_Tangent);
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std::shared_ptr<Nz::Mesh> sphereMesh = std::make_shared<Nz::Mesh>();
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sphereMesh->CreateStatic();
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sphereMesh->BuildSubMesh(Nz::Primitive::UVSphere(1.f, 50, 50));
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sphereMesh->SetMaterialCount(1);
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sphereMesh->GenerateNormalsAndTangents();
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*sphereMesh);
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// Textures
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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Nz::TextureParams srgbTexParams = texParams;
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srgbTexParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::Texture> normalMap = Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_normal.png", texParams);
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std::shared_ptr<Nz::MaterialInstance> materialInstance = Nz::MaterialInstance::Instantiate(Nz::MaterialType::PhysicallyBased);
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materialInstance->SetTextureProperty("AlphaMap", Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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materialInstance->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", srgbTexParams));
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materialInstance->SetTextureProperty("MetallicMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_metallic.png", texParams));
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materialInstance->SetTextureProperty("RoughnessMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_roughness.png", texParams));
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std::size_t normalMapProperty = materialInstance->FindTextureProperty("NormalMap");
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materialInstance->SetTextureProperty(normalMapProperty, normalMap);
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Nz::Model model(std::move(gfxMesh));
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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model.SetMaterial(i, materialInstance);
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::Camera camera(std::make_shared<Nz::RenderWindow>(windowSwapchain));
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//camera.UpdateClearColor(Nz::Color::Gray);
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Nz::ViewerInstance& viewerInstance = camera.GetViewerInstance();
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viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize()));
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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::Backward() * 1));
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viewerInstance.UpdateNearFarPlanes(0.1f, 1000.f);
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Nz::WorldInstancePtr modelInstance = std::make_shared<Nz::WorldInstance>();
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modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left()));
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Nz::Recti scissorBox(Nz::Vector2i::Zero(), Nz::Vector2i(window.GetSize()));
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Nz::ElementRendererRegistry elementRegistry;
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Nz::ForwardFramePipeline framePipeline(elementRegistry);
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[[maybe_unused]] std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
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std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance);
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framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
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std::unique_ptr<Nz::DirectionalLight> light = std::make_unique<Nz::DirectionalLight>();
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light->UpdateRotation(Nz::EulerAnglesf(-45.f, 0.f, 0.f));
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framePipeline.RegisterLight(light.get(), 0xFFFFFFFF);
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Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
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Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
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Nz::Quaternionf camQuat(camAngles);
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Nz::MillisecondClock updateClock;
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Nz::MillisecondClock fpsClock;
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unsigned int fps = 0;
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Nz::Mouse::SetRelativeMouseMode(true);
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window.GetEventHandler().OnEvent.Connect([&](const Nz::WindowEventHandler*, const Nz::WindowEvent& event)
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{
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switch (event.type)
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{
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case Nz::WindowEventType::KeyPressed:
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if (event.key.virtualKey == Nz::Keyboard::VKey::N)
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{
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if (materialInstance->GetTextureProperty(normalMapProperty))
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materialInstance->SetTextureProperty(normalMapProperty, {});
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else
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materialInstance->SetTextureProperty(normalMapProperty, normalMap);
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}
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break;
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case Nz::WindowEventType::MouseMoved: // La souris a bougé
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{
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// Gestion de la caméra free-fly (Rotation)
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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//light->UpdateRotation(camQuat);
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break;
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}
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui newWindowSize = window.GetSize();
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viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(newWindowSize.x) / newWindowSize.y, 0.1f, 1000.f));
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viewerInstance.UpdateTargetSize(Nz::Vector2f(newWindowSize));
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break;
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}
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default:
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break;
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}
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});
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app.AddUpdaterFunc([&]
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{
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if (std::optional<Nz::Time> deltaTime = updateClock.RestartIfOver(Nz::Time::TickDuration(60)))
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{
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float cameraSpeed = 2.f * deltaTime->AsSeconds();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
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// Si la flèche du bas ou la touche S est pressée, on recule
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
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// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
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viewerPos += Nz::Vector3f::Up() * cameraSpeed;
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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//light->UpdatePosition(viewerPos);
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}
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Nz::RenderFrame frame = windowSwapchain.AcquireFrame();
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if (!frame)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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return;
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}
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles));
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viewerInstance.UpdateEyePosition(viewerPos);
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framePipeline.Render(frame);
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frame.Present();
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// On incrémente le compteur de FPS improvisé
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fps++;
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if (fpsClock.RestartIfOver(Nz::Time::Second()))
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{
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window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
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fps = 0;
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}
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});
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return app.Run();
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}
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