NazaraEngine/examples/GraphicsTest/main.cpp

335 lines
12 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Shader.hpp>
#include <Nazara/Shader/SpirvConstantCache.hpp>
#include <Nazara/Shader/SpirvPrinter.hpp>
#include <Nazara/Utility.hpp>
#include <array>
#include <iostream>
int main()
{
Nz::Renderer::Config rendererConfig;
std::cout << "Run using Vulkan? (y/n)" << std::endl;
if (std::getchar() == 'y')
rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
else
rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
Nz::Modules<Nz::Graphics> nazara(rendererConfig);
Nz::RenderWindow window;
Nz::MeshParams meshParams;
meshParams.storage = Nz::DataStorage_Software;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 180.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout_XYZ_Normal_UV);
std::string windowTitle = "Graphics Test";
if (!window.Create(Nz::VideoMode(800, 600, 32), windowTitle))
{
std::cout << "Failed to create Window" << std::endl;
return __LINE__;
}
std::shared_ptr<Nz::RenderDevice> device = window.GetRenderDevice();
Nz::MeshRef drfreak = Nz::Mesh::LoadFromFile("resources/Spaceship/spaceship.obj", meshParams);
if (!drfreak)
{
NazaraError("Failed to load model");
return __LINE__;
}
std::shared_ptr<Nz::GraphicalMesh> gfxMesh = std::make_shared<Nz::GraphicalMesh>(drfreak);
// Texture
Nz::ImageRef drfreakImage = Nz::Image::LoadFromFile("resources/Spaceship/Texture/diffuse.png");
if (!drfreakImage || !drfreakImage->Convert(Nz::PixelFormat_RGBA8))
{
NazaraError("Failed to load image");
return __LINE__;
}
Nz::TextureInfo texParams;
texParams.pixelFormat = drfreakImage->GetFormat();
texParams.type = drfreakImage->GetType();
texParams.width = drfreakImage->GetWidth();
texParams.height = drfreakImage->GetHeight();
texParams.depth = drfreakImage->GetDepth();
std::shared_ptr<Nz::Texture> texture = device->InstantiateTexture(texParams);
if (!texture->Update(drfreakImage->GetConstPixels()))
{
NazaraError("Failed to update texture");
return __LINE__;
}
// Texture (alpha-map)
Nz::ImageRef alphaImage = Nz::Image::LoadFromFile("alphatile.png");
if (!alphaImage || !alphaImage->Convert(Nz::PixelFormat_RGBA8))
{
NazaraError("Failed to load image");
return __LINE__;
}
Nz::TextureInfo alphaTexParams;
alphaTexParams.pixelFormat = alphaImage->GetFormat();
alphaTexParams.type = alphaImage->GetType();
alphaTexParams.width = alphaImage->GetWidth();
alphaTexParams.height = alphaImage->GetHeight();
alphaTexParams.depth = alphaImage->GetDepth();
std::shared_ptr<Nz::Texture> alphaTexture = device->InstantiateTexture(alphaTexParams);
if (!alphaTexture->Update(alphaImage->GetConstPixels()))
{
NazaraError("Failed to update texture");
return __LINE__;
}
std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
material->EnableDepthBuffer(true);
Nz::BasicMaterial basicMat(*material);
basicMat.EnableAlphaTest(false);
basicMat.SetAlphaMap(alphaTexture);
basicMat.SetDiffuseMap(texture);
Nz::Model model(std::move(gfxMesh));
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
model.SetMaterial(i, material);
Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
const Nz::BasicMaterial::UniformOffsets& materialSettingOffsets = Nz::BasicMaterial::GetOffsets();
std::vector<std::uint8_t> viewerDataBuffer(viewerUboOffsets.totalSize);
std::vector<std::uint8_t> materialSettings(materialSettingOffsets.totalSize);
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<float&>(materialSettings.data(), materialSettingOffsets.alphaThreshold) = 0.5f;
Nz::AccessByOffset<Nz::Vector4f&>(materialSettings.data(), materialSettingOffsets.diffuseColor) = Nz::Vector4f(1.f, 1.f, 1.f, 1.f);
std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
Nz::ModelInstance modelInstance(material->GetSettings());
{
material->UpdateShaderBinding(modelInstance.GetShaderBinding());
Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance.GetInstanceBuffer();
instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
}
Nz::ModelInstance modelInstance2(material->GetSettings());
{
material->UpdateShaderBinding(modelInstance2.GetShaderBinding());
Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f);
std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance2.GetInstanceBuffer();
instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
}
std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
Nz::RenderWindowImpl* windowImpl = window.GetImpl();
std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
Nz::CommandBufferPtr drawCommandBuffer;
auto RebuildCommandBuffer = [&]
{
Nz::Vector2ui windowSize = window.GetSize();
drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
{
Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
Nz::CommandBufferBuilder::ClearValues clearValues[2];
clearValues[0].color = Nz::Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
{
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
for (Nz::ModelInstance& modelInstance : { std::ref(modelInstance), std::ref(modelInstance2) })
{
builder.BindShaderBinding(modelInstance.GetShaderBinding());
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(model.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, model.GetVertexBuffer(i).get());
builder.BindPipeline(*model.GetRenderPipeline(i));
builder.DrawIndexed(model.GetIndexCount(i));
}
}
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
});
};
RebuildCommandBuffer();
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
Nz::Quaternionf camQuat(camAngles);
window.EnableEventPolling(true);
Nz::Clock updateClock;
Nz::Clock secondClock;
unsigned int fps = 0;
bool viewerUboUpdate = true;
Nz::Mouse::SetRelativeMouseMode(true);
while (window.IsOpen())
{
Nz::WindowEvent event;
while (window.PollEvent(&event))
{
switch (event.type)
{
case Nz::WindowEventType_Quit:
window.Close();
break;
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 = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
// 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;
viewerUboUpdate = true;
break;
}
case Nz::WindowEventType_Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
viewerUboUpdate = true;
break;
}
default:
break;
}
}
if (updateClock.GetMilliseconds() > 1000 / 60)
{
float cameraSpeed = 2.f * updateClock.GetSeconds();
updateClock.Restart();
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;
viewerUboUpdate = true;
}
Nz::RenderFrame frame = windowImpl->Acquire();
if (!frame)
continue;
if (frame.IsFramebufferInvalidated())
RebuildCommandBuffer();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
if (viewerUboUpdate)
{
auto& allocation = frame.GetUploadPool().Allocate(viewerDataBuffer.size());
std::memcpy(allocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size());
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
{
builder.PreTransferBarrier();
builder.CopyBuffer(allocation, viewerDataUBO.get());
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
viewerUboUpdate = false;
}
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
frame.Present();
window.Display();
// On incrémente le compteur de FPS improvisé
fps++;
if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
{
// Et on insère ces données dans le titre de la fenêtre
window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
/*
Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
cela fonctionnera aussi comme ceci : "Chaîne de caractères".
*/
// Et on réinitialise le compteur de FPS
fps = 0;
// Et on relance l'horloge pour refaire ça dans une seconde
secondClock.Restart();
}
}
return EXIT_SUCCESS;
}