NazaraEngine/examples/DeferredShading/main.cpp

1170 lines
40 KiB
C++

#include <Nazara/Core.hpp>
#include <Nazara/Platform.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Shader.hpp>
#include <Nazara/Shader/SpirvConstantCache.hpp>
#include <Nazara/Shader/SpirvPrinter.hpp>
#include <Nazara/Shader/ShaderLangLexer.hpp>
#include <Nazara/Shader/ShaderLangParser.hpp>
#include <Nazara/Utility.hpp>
#include <array>
#include <iostream>
#include <random>
/*
[layout(std140)]
struct PointLight
{
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
}
[layout(std140)]
struct SpotLight
{
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
struct PointLight
{
Nz::Color color = Nz::Color::White;
Nz::Vector3f position = Nz::Vector3f::Zero();
float radius = 1.f;
};
struct SpotLight
{
Nz::Color color = Nz::Color::White;
Nz::Matrix4f transformMatrix;
Nz::Vector3f position = Nz::Vector3f::Zero();
Nz::Vector3f direction = Nz::Vector3f::Forward();
float radius = 1.f;
Nz::RadianAnglef innerAngle = Nz::DegreeAnglef(15.f);
Nz::RadianAnglef outerAngle = Nz::DegreeAnglef(20.f);
};
int main()
{
std::filesystem::path resourceDir = "resources";
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.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::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
const Nz::RenderDeviceInfo& deviceInfo = device->GetDeviceInfo();
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> spaceship = Nz::Mesh::LoadFromFile(resourceDir / "Spaceship/spaceship.obj", meshParams);
if (!spaceship)
{
NazaraError("Failed to load model");
return __LINE__;
}
std::shared_ptr<Nz::GraphicalMesh> gfxMesh = std::make_shared<Nz::GraphicalMesh>(*spaceship);
Nz::TextureParams texParams;
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
// Plane
Nz::MeshParams meshPrimitiveParams;
meshPrimitiveParams.storage = Nz::DataStorage::Software;
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
planeMesh->CreateStatic();
planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
planeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = std::make_shared<Nz::GraphicalMesh>(*planeMesh);
// Skybox
meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ);
std::shared_ptr<Nz::Mesh> cubeMesh = std::make_shared<Nz::Mesh>();
cubeMesh->CreateStatic();
cubeMesh->BuildSubMesh(Nz::Primitive::Box(Nz::Vector3f::Unit(), Nz::Vector3ui(0), Nz::Matrix4f::Scale({ 1.f, -1.f, 1.f })), meshPrimitiveParams);
cubeMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> cubeMeshGfx = std::make_shared<Nz::GraphicalMesh>(*cubeMesh);
Nz::RenderPipelineLayoutInfo pipelineLayoutInfo;
auto& uboBinding = pipelineLayoutInfo.bindings.emplace_back();
uboBinding.index = 0;
uboBinding.shaderStageFlags = Nz::ShaderStageType::Vertex;
uboBinding.type = Nz::ShaderBindingType::UniformBuffer;
auto& textureBinding = pipelineLayoutInfo.bindings.emplace_back();
textureBinding.index = 1;
textureBinding.shaderStageFlags = Nz::ShaderStageType::Fragment;
textureBinding.type = Nz::ShaderBindingType::Texture;
std::shared_ptr<Nz::RenderPipelineLayout> skyboxPipelineLayout = device->InstantiateRenderPipelineLayout(std::move(pipelineLayoutInfo));
Nz::RenderPipelineInfo skyboxPipelineInfo;
skyboxPipelineInfo.depthBuffer = true;
skyboxPipelineInfo.depthCompare = Nz::RendererComparison::Equal;
skyboxPipelineInfo.faceCulling = true;
skyboxPipelineInfo.cullingSide = Nz::FaceSide::Front;
skyboxPipelineInfo.pipelineLayout = skyboxPipelineLayout;
skyboxPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "skybox.nzsl", {}));
skyboxPipelineInfo.vertexBuffers.push_back({
0,
meshPrimitiveParams.vertexDeclaration
});
std::shared_ptr<Nz::RenderPipeline> skyboxPipeline = device->InstantiateRenderPipeline(std::move(skyboxPipelineInfo));
Nz::TextureParams skyboxTexParams;
skyboxTexParams.renderDevice = device;
std::shared_ptr<Nz::Texture> skyboxTexture = Nz::Texture::LoadCubemapFromFile(resourceDir / "skybox-space.png", skyboxTexParams);
// Cone mesh
std::shared_ptr<Nz::Mesh> coneMesh = std::make_shared<Nz::Mesh>();
coneMesh->CreateStatic();
coneMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), meshPrimitiveParams);
coneMesh->SetMaterialCount(1);
std::shared_ptr<Nz::GraphicalMesh> coneMeshGfx = std::make_shared<Nz::GraphicalMesh>(*coneMesh);
auto customSettings = Nz::BasicMaterial::GetSettings()->GetBuilderData();
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Fragment)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Fragment, Nz::ShaderLang::Parse(resourceDir / "deferred_frag.nzsl"));
customSettings.shaders[UnderlyingCast(Nz::ShaderStageType::Vertex)] = std::make_shared<Nz::UberShader>(Nz::ShaderStageType::Vertex, Nz::ShaderLang::Parse(resourceDir / "deferred_vert.nzsl"));
auto customMatSettings = std::make_shared<Nz::MaterialSettings>(std::move(customSettings));
std::shared_ptr<Nz::Material> spaceshipMat = std::make_shared<Nz::Material>(customMatSettings);
spaceshipMat->EnableDepthBuffer(true);
{
Nz::BasicMaterial basicMat(*spaceshipMat);
basicMat.EnableAlphaTest(false);
basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
}
std::shared_ptr<Nz::Material> planeMat = std::make_shared<Nz::Material>(customMatSettings);
planeMat->EnableDepthBuffer(true);
{
Nz::BasicMaterial basicMat(*planeMat);
basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams));
Nz::TextureSamplerInfo planeSampler;
planeSampler.anisotropyLevel = 16;
planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
basicMat.SetDiffuseSampler(planeSampler);
}
Nz::Model spaceshipModel(std::move(gfxMesh));
for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
spaceshipModel.SetMaterial(i, spaceshipMat);
Nz::Model planeModel(std::move(planeMeshGfx));
for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
planeModel.SetMaterial(i, planeMat);
Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
Nz::Vector2ui windowSize = window.GetSize();
Nz::ViewerInstance viewerInstance;
viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
Nz::ModelInstance modelInstance1(spaceshipMat->GetSettings());
spaceshipMat->UpdateShaderBinding(modelInstance1.GetShaderBinding());
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
Nz::ModelInstance modelInstance2(spaceshipMat->GetSettings());
spaceshipMat->UpdateShaderBinding(modelInstance2.GetShaderBinding());
modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f));
Nz::ModelInstance planeInstance(planeMat->GetSettings());
planeMat->UpdateShaderBinding(planeInstance.GetShaderBinding());
planeInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Up() * 2.f));
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::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
fullscreenPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
0
});
Nz::RenderPipelineLayoutInfo lightingPipelineLayoutInfo;
for (unsigned int i = 0; i < 3; ++i)
{
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
i
});
}
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
3
});
lightingPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex,
4
});
/*Nz::FieldOffsets pointLightOffsets(Nz::StructLayout::Std140);
std::size_t colorOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t constantOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t linearOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t quadraticOffset = pointLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t alignedPointLightSize = Nz::Align(pointLightOffsets.GetSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));*/
/*
[layout(std140)]
struct SpotLight
{
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
innerAngle: f32,
outerAngle: f32,
}
*/
Nz::FieldOffsets spotLightOffsets(Nz::StructLayout::Std140);
std::size_t transformMatrixOffset = spotLightOffsets.AddMatrix(Nz::StructFieldType::Float1, 4, 4, true);
std::size_t colorOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t positionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t directionOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float3);
std::size_t radiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t invRadiusOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t innerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t outerAngleOffset = spotLightOffsets.AddField(Nz::StructFieldType::Float1);
std::size_t alignedSpotLightSize = Nz::Align(spotLightOffsets.GetAlignedSize(), static_cast<std::size_t>(deviceInfo.limits.minUniformBufferOffsetAlignment));
constexpr std::size_t MaxPointLight = 2000;
std::shared_ptr<Nz::AbstractBuffer> lightUbo = device->InstantiateBuffer(Nz::BufferType::Uniform);
if (!lightUbo->Initialize(MaxPointLight * alignedSpotLightSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
return __LINE__;
std::vector<SpotLight> spotLights;
/*auto& firstSpot = spotLights.emplace_back();
firstSpot.position = Nz::Vector3f::Right() + Nz::Vector3f::Forward();
firstSpot.direction = Nz::Vector3f::Up();*/
std::random_device rng;
std::mt19937 randomEngine(rng());
std::uniform_int_distribution<unsigned int> colorDis(0, 255);
std::uniform_real_distribution<float> heightDis(1.5f, 1.95f);
std::uniform_real_distribution<float> posDis(-10.f, 10.f);
std::uniform_real_distribution<float> dirDis(-1.f, 1.f);
std::uniform_real_distribution<float> dirYDis(0.0f, 0.33f);
std::uniform_real_distribution<float> radiusDis(1.f, 5.f);
for (std::size_t i = 0; i < 1000; ++i)
{
auto& light = spotLights.emplace_back();
light.color = Nz::Color(colorDis(randomEngine), colorDis(randomEngine), colorDis(randomEngine));
light.position = Nz::Vector3f(posDis(randomEngine), heightDis(randomEngine), posDis(randomEngine));
light.direction = Nz::Vector3f(dirDis(randomEngine), dirYDis(randomEngine), dirDis(randomEngine)).GetNormal();
light.radius = radiusDis(randomEngine);
}
const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
unsigned int offscreenWidth = window.GetSize().x;
unsigned int offscreenHeight = window.GetSize().y;
// Bloom data
Nz::RenderPipelineLayoutInfo bloomPipelineLayoutInfo;
bloomPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
0
});
bloomPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment,
1
});
Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo;
bloomBlendPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
0
});
bloomBlendPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
1
});
bloomBlendPipelineLayoutInfo.bindings.push_back({
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment,
2
});
Nz::RenderPipelineInfo bloomPipelineInfo;
bloomPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
bloomPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomPipelineLayoutInfo);
bloomPipelineInfo.vertexBuffers.push_back({
0,
fullscreenVertexDeclaration
});
bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", {}));
std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding();
std::shared_ptr<Nz::ShaderBinding> gaussianBlurShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding();
std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo);
bloomPipelineInfo.shaderModules.clear();
bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo);
Nz::RenderPipelineInfo bloomBlendPipelineInfo;
bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo);
bloomBlendPipelineInfo.vertexBuffers.push_back({
0,
fullscreenVertexDeclaration
});
bloomBlendPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_final.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo);
std::shared_ptr<Nz::ShaderBinding> bloomBlendShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding();
// Fullscreen data
Nz::RenderPipelineInfo fullscreenPipelineInfo;
fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo);
fullscreenPipelineInfo.vertexBuffers.push_back({
0,
fullscreenVertexDeclaration
});
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {}));
fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.vert.shader", {}));
const std::shared_ptr<const Nz::VertexDeclaration>& lightingVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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 = true;
lightingPipelineInfo.cullingSide = Nz::FaceSide::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(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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.colorWrite = false;
stencilPipelineInfo.depthBuffer = true;
stencilPipelineInfo.depthWrite = false;
stencilPipelineInfo.faceCulling = false;
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(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
std::array<Nz::VertexStruct_XYZ_UV, 3> vertexData = {
{
{
Nz::Vector3f(-1.f, 1.f, 0.0f),
Nz::Vector2f(0.0f, 1.0f),
},
{
Nz::Vector3f(-1.f, -3.f, 0.0f),
Nz::Vector2f(0.0f, -1.0f),
},
{
Nz::Vector3f(3.f, 1.f, 0.0f),
Nz::Vector2f(2.0f, 1.0f),
}
}
};
/*std::array<Nz::VertexStruct_XYZ_UV, 4> vertexData = {
{
{
Nz::Vector3f(-1.f, -1.f, 0.0f),
Nz::Vector2f(0.0f, 0.0f),
},
{
Nz::Vector3f(1.f, -1.f, 0.0f),
Nz::Vector2f(1.0f, 0.0f),
},
{
Nz::Vector3f(-1.f, 1.f, 0.0f),
Nz::Vector2f(0.0f, 1.0f),
},
{
Nz::Vector3f(1.f, 1.f, 0.0f),
Nz::Vector2f(1.0f, 1.0f),
},
}
};*/
std::shared_ptr<Nz::AbstractBuffer> fullscreenVertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex);
if (!fullscreenVertexBuffer->Initialize(fullscreenVertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal))
return __LINE__;
if (!fullscreenVertexBuffer->Fill(vertexData.data(), 0, fullscreenVertexBuffer->GetSize()))
return __LINE__;
std::shared_ptr<Nz::ShaderBinding> finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding();
bool lightUpdate = true;
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
std::shared_ptr<Nz::ShaderBinding> skyboxShaderBinding = skyboxPipelineLayout->AllocateShaderBinding();
skyboxShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
},
{
1,
Nz::ShaderBinding::TextureBinding {
skyboxTexture.get(),
textureSampler.get()
}
}
});
bool bloomEnabled = true;
bool forwardEnabled = true;
bool lightAnimation = true;
std::size_t colorTexture;
std::size_t normalTexture;
std::size_t positionTexture;
std::size_t depthBuffer;
std::size_t backbuffer;
std::size_t bloomTextureA;
std::size_t bloomTextureB;
std::size_t lightOutput;
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
});
depthBuffer = graph.AddAttachment({
"Depth buffer",
depthStencilFormat
});
lightOutput = graph.AddAttachment({
"Light output",
Nz::PixelFormat::RGBA8
});
backbuffer = graph.AddAttachment({
"Backbuffer",
Nz::PixelFormat::RGBA8
});
bloomTextureA = graph.AddAttachment({
"Bloom texture A",
Nz::PixelFormat::RGBA8,
10'000,
10'000
});
bloomTextureB = graph.AddAttachment({
"Bloom texture B",
Nz::PixelFormat::RGBA8,
10'000,
10'000
});
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(depthBuffer);
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
for (Nz::ModelInstance& modelInstance : { std::ref(modelInstance1), std::ref(modelInstance2) })
{
builder.BindShaderBinding(modelInstance.GetShaderBinding());
for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(spaceshipModel.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, spaceshipModel.GetVertexBuffer(i).get());
builder.BindPipeline(*spaceshipModel.GetRenderPipeline(i));
builder.DrawIndexed(static_cast<Nz::UInt32>(spaceshipModel.GetIndexCount(i)));
}
}
// Plane
builder.BindShaderBinding(planeInstance.GetShaderBinding());
for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(planeModel.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, planeModel.GetVertexBuffer(i).get());
builder.BindPipeline(*planeModel.GetRenderPipeline(i));
builder.DrawIndexed(static_cast<Nz::UInt32>(planeModel.GetIndexCount(i)));
}
});
Nz::FramePass& lightingPass = graph.AddPass("Lighting pass");
lightingPass.SetExecutionCallback([&]
{
return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
});
lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
//builder.BindVertexBuffer(0, vertexBuffer.get());
builder.BindIndexBuffer(coneMeshGfx->GetIndexBuffer(0).get());
builder.BindVertexBuffer(0, coneMeshGfx->GetVertexBuffer(0).get());
for (std::size_t i = 0; i < spotLights.size(); ++i)
{
builder.BindShaderBinding(*lightingShaderBindings[i]);
builder.BindPipeline(*stencilPipeline);
builder.DrawIndexed(coneMeshGfx->GetIndexCount(0));
builder.BindPipeline(*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(depthBuffer);
lightingPass.SetDepthStencilOutput(depthBuffer);
Nz::FramePass& forwardPass = graph.AddPass("Forward pass");
forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.BindShaderBinding(*skyboxShaderBinding);
builder.BindIndexBuffer(cubeMeshGfx->GetIndexBuffer(0).get());
builder.BindVertexBuffer(0, cubeMeshGfx->GetVertexBuffer(0).get());
builder.BindPipeline(*skyboxPipeline);
builder.DrawIndexed(static_cast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
});
forwardPass.SetExecutionCallback([&]
{
return (forwardEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
forwardPass.AddInput(lightOutput);
forwardPass.AddOutput(lightOutput);
forwardPass.SetDepthStencilInput(depthBuffer);
forwardPass.SetDepthStencilOutput(depthBuffer);
Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
builder.BindShaderBinding(*bloomBrightShaderBinding);
builder.BindPipeline(*bloomBrightPipeline);
builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
builder.Draw(3);
});
bloomBrightPass.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBrightPass.AddInput(lightOutput);
bloomBrightPass.AddOutput(bloomTextureA);
Nz::FramePass& bloomBlurPass = graph.AddPass("Bloom pass - gaussian blur");
bloomBlurPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
builder.BindShaderBinding(*gaussianBlurShaderBinding);
builder.BindPipeline(*gaussianBlurPipeline);
builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
builder.Draw(3);
});
bloomBlurPass.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlurPass.AddInput(bloomTextureA);
bloomBlurPass.AddOutput(bloomTextureB);
Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
{
builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
builder.BindShaderBinding(*bloomBlendShaderBinding);
builder.BindPipeline(*bloomBlendPipeline);
builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
builder.Draw(3);
});
bloomBlendPass.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlendPass.AddInput(lightOutput);
bloomBlendPass.AddInput(bloomTextureB);
bloomBlendPass.AddOutput(backbuffer);
graph.SetBackbufferOutput(backbuffer);
return graph.Bake();
}();
bakedGraph.Resize(offscreenWidth, offscreenHeight);
for (std::size_t i = 0; i < MaxPointLight; ++i)
{
std::shared_ptr<Nz::ShaderBinding> lightingShaderBinding = lightingPipelineInfo.pipelineLayout->AllocateShaderBinding();
lightingShaderBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(colorTexture).get(),
textureSampler.get()
}
},
{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(normalTexture).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(positionTexture).get(),
textureSampler.get()
}
},
{
3,
Nz::ShaderBinding::UniformBufferBinding {
lightUbo.get(),
i * alignedSpotLightSize, spotLightOffsets.GetAlignedSize()
}
},
{
4,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
}
});
lightingShaderBindings.emplace_back(std::move(lightingShaderBinding));
}
bloomBrightShaderBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
},
{
1,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
}
});
gaussianBlurShaderBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextureA).get(),
textureSampler.get()
}
},
{
1,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
}
});
bloomBlendShaderBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
},
{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextureB).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::UniformBufferBinding {
viewerDataUBO.get(),
0, viewerDataUBO->GetSize()
}
}
});
finalBlitBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(backbuffer).get(),
textureSampler.get()
}
}
});
Nz::CommandBufferPtr drawCommandBuffer;
auto RebuildCommandBuffer = [&]
{
Nz::Vector2ui windowSize = window.GetSize();
drawCommandBuffer = commandPool->BuildCommandBuffer([&](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(backbuffer));
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), windowRenderRect);
{
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.BindShaderBinding(*finalBlitBinding);
builder.BindPipeline(*fullscreenPipeline);
builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
builder.Draw(3);
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
});
};
RebuildCommandBuffer();
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);
window.EnableEventPolling(true);
Nz::Clock updateClock;
Nz::Clock secondClock;
unsigned int fps = 0;
std::size_t totalFrameCount = 0;
Nz::Mouse::SetRelativeMouseMode(true);
float elapsedTime = 0.f;
Nz::UInt64 time = Nz::GetElapsedMicroseconds();
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;
};
while (window.IsOpen())
{
Nz::UInt64 now = Nz::GetElapsedMicroseconds();
if (lightAnimation)
elapsedTime += (now - time) / 1'000'000.f;
time = now;
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 = 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 rotationSpeed = ComputeLightAnimationSpeed(viewerPos);
auto& whiteLight = spotLights.emplace_back();
whiteLight.radius = 5.f;
whiteLight.position = AnimateLightPosition(viewerPos, rotationSpeed, -elapsedTime);
whiteLight.direction = AnimateLightDirection(camQuat * Nz::Vector3f::Forward(), rotationSpeed, -elapsedTime);
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::E)
modelInstance1.UpdateWorldMatrix(Nz::Matrix4f::Transform(viewerPos, camQuat));
break;
}
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = 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));
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;
viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(viewerPos, camQuat));
}
Nz::RenderFrame frame = windowImpl->Acquire();
if (!frame)
continue;
if (frame.IsFramebufferInvalidated())
RebuildCommandBuffer();
if (lightAnimation || lightUpdate)
{
Nz::UploadPool& uploadPool = frame.GetUploadPool();
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
{
builder.PreTransferBarrier();
modelInstance1.UpdateBuffers(uploadPool, builder);
modelInstance2.UpdateBuffers(uploadPool, builder);
planeInstance.UpdateBuffers(uploadPool, builder);
viewerInstance.UpdateViewBuffer(uploadPool, builder);
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, elapsedTime);
Nz::Vector3f direction = AnimateLightDirection(spotLight.direction, rotationSpeed, elapsedTime);
Nz::AccessByOffset<Nz::Vector3f&>(lightDataPtr, colorOffset) = Nz::Vector3f(spotLight.color.r / 255.f, spotLight.color.g / 255.f, spotLight.color.b / 255.f);
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());
lightUpdate = false;
}
spaceshipMat->UpdateBuffers(uploadPool, builder);
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
}
bakedGraph.Execute(frame);
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
frame.Present();
window.Display();
lightUpdate = false;
// On incrémente le compteur de FPS improvisé
fps++;
totalFrameCount++;
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;
}