NazaraEngine/tests/GraphicsTest/main.cpp

242 lines
8.8 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Graphics/PropertyHandler/TexturePropertyHandler.hpp>
#include <Nazara/Graphics/PropertyHandler/UniformValuePropertyHandler.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Utility.hpp>
#include <array>
#include <chrono>
#include <iostream>
#include <thread>
int main()
{
std::filesystem::path resourceDir = "assets/examples";
if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
resourceDir = "../.." / resourceDir;
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.center = true;
meshParams.vertexRotation = Nz::EulerAnglesf(0.f, -90.f, 0.f);
meshParams.vertexScale = Nz::Vector3f(0.002f);
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
std::string windowTitle = "Graphics Test";
if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
{
std::cout << "Failed to create Window" << std::endl;
return __LINE__;
}
std::shared_ptr<Nz::Mesh> spaceshipMesh = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
if (!spaceshipMesh)
{
NazaraError("Failed to load model");
return __LINE__;
}
std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*spaceshipMesh);
// Texture
std::shared_ptr<Nz::Image> diffuseImage = Nz::Image::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png");
if (!diffuseImage || !diffuseImage->Convert(Nz::PixelFormat::RGBA8_SRGB))
{
NazaraError("Failed to load image");
return __LINE__;
}
Nz::TextureParams texParams;
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
std::shared_ptr<Nz::Texture> diffuseTexture = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams);
std::shared_ptr<Nz::Material> material = Nz::Graphics::Instance()->GetDefaultMaterials().basicMaterial;
std::shared_ptr<Nz::MaterialInstance> materialInstance = std::make_shared<Nz::MaterialInstance>(material);
materialInstance->SetTextureProperty(0, diffuseTexture);
materialInstance->SetValueProperty(0, Nz::Color::White());
std::shared_ptr<Nz::MaterialInstance> materialInstance2 = std::make_shared<Nz::MaterialInstance>(material);
materialInstance2->SetValueProperty(0, Nz::Color::Green());
Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB());
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
model.SetMaterial(i, materialInstance);
Nz::Vector2ui windowSize = window.GetSize();
Nz::Camera camera(window.GetRenderTarget());
camera.UpdateClearColor(Nz::Color::Gray());
Nz::ViewerInstance& viewerInstance = camera.GetViewerInstance();
viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize()));
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));
Nz::WorldInstancePtr modelInstance = std::make_shared<Nz::WorldInstance>();
modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left()));
Nz::WorldInstancePtr modelInstance2 = std::make_shared<Nz::WorldInstance>();
modelInstance2->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
Nz::Recti scissorBox(Nz::Vector2i::Zero(), Nz::Vector2i(window.GetSize()));
Nz::ElementRendererRegistry elementRegistry;
Nz::ForwardFramePipeline framePipeline(elementRegistry);
std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance);
std::size_t worldInstanceIndex2 = framePipeline.RegisterWorldInstance(modelInstance2);
framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
framePipeline.RegisterRenderable(worldInstanceIndex2, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
std::unique_ptr<Nz::SpotLight> light = std::make_unique<Nz::SpotLight>();
light->UpdateInnerAngle(Nz::DegreeAnglef(15.f));
light->UpdateOuterAngle(Nz::DegreeAnglef(20.f));
framePipeline.RegisterLight(light.get(), 0xFFFFFFFF);
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
Nz::Quaternionf camQuat(camAngles);
window.EnableEventPolling(true);
Nz::MillisecondClock updateClock;
Nz::MillisecondClock fpsClock;
unsigned int fps = 0;
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::KeyPressed:
if (event.key.virtualKey == Nz::Keyboard::VKey::A)
{
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
model.SetMaterial(i, materialInstance);
}
else if (event.key.virtualKey == Nz::Keyboard::VKey::B)
{
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
model.SetMaterial(i, materialInstance2);
}
else if (event.key.virtualKey == Nz::Keyboard::VKey::Space)
{
modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(viewerPos));
}
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 = 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;
light->UpdateRotation(camQuat);
break;
}
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui newWindowSize = window.GetSize();
viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(newWindowSize.x) / newWindowSize.y, 0.1f, 1000.f));
viewerInstance.UpdateTargetSize(Nz::Vector2f(newWindowSize));
break;
}
default:
break;
}
}
if (std::optional<Nz::Time> deltaTime = updateClock.RestartIfOver(Nz::Time::TickDuration(60)))
{
float cameraSpeed = 2.f * deltaTime->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;
light->UpdatePosition(viewerPos);
}
Nz::RenderFrame frame = window.AcquireFrame();
if (!frame)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
continue;
}
framePipeline.GetDebugDrawer().DrawLine(Nz::Vector3f::Zero(), Nz::Vector3f::Forward(), Nz::Color::Blue());
viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles));
viewerInstance.UpdateEyePosition(viewerPos);
framePipeline.Render(frame);
frame.Present();
// On incrémente le compteur de FPS improvisé
fps++;
if (fpsClock.RestartIfOver(Nz::Time::Second()))
{
window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
fps = 0;
}
}
return EXIT_SUCCESS;
}