qt5base-lts/tests/manual/rhi/cubemap_render/cubemap_render.cpp

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// Demonstrates rendering to two cubemaps in two different ways:
// - one by one, to each face,
// - if the supported max number of color attachments is greater than 4: in
// one go with all 6 faces attached as render targets.
//
// Finally, show what we got in a skybox-ish thing. Press the arrow keys to
// switch between the two cubemaps. (the only difference should be their
// background clear color)
#define EXAMPLEFW_KEYPRESS_EVENTS
#include "../shared/examplefw.h"
#include "../shared/cube.h"
// each face is 512x512
static const QSize cubemapSize(512, 512);
// each cubemap face gets a 256x256 quad in the center
static float halfQuadVertexData[] =
{ // Y up, CCW
-0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f,
};
static quint16 halfQuadIndexData[] =
{
0, 1, 2, 0, 2, 3
};
struct {
QVector<QRhiResource *> releasePool;
QRhiTexture *cubemap1 = nullptr;
QRhiTexture *cubemap2 = nullptr;
bool canDoMrt = false;
QRhiBuffer *half_quad_vbuf = nullptr;
QRhiBuffer *half_quad_ibuf = nullptr;
QRhiBuffer *oneface_ubuf = nullptr;
int ubufSizePerFace;
QRhiTextureRenderTarget *oneface_rt[6];
QRhiRenderPassDescriptor *oneface_rp = nullptr;
QRhiShaderResourceBindings *oneface_srb = nullptr;
QRhiGraphicsPipeline *oneface_ps = nullptr;
QRhiBuffer *mrt_ubuf = nullptr;
QRhiTextureRenderTarget *mrt_rt = nullptr;
QRhiRenderPassDescriptor *mrt_rp = nullptr;
QRhiShaderResourceBindings *mrt_srb = nullptr;
QRhiGraphicsPipeline *mrt_ps = nullptr;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
float rx = 0;
} d;
void initializePerFaceRendering(QRhi *rhi)
{
d.cubemap1 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
d.cubemap1->build();
d.releasePool << d.cubemap1;
d.ubufSizePerFace = rhi->ubufAligned(64 + 12);
d.oneface_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.ubufSizePerFace * 6);
d.oneface_ubuf->build();
d.releasePool << d.oneface_ubuf;
for (int face = 0; face < 6; ++face) {
QRhiColorAttachment att(d.cubemap1);
att.setLayer(face);
QRhiTextureRenderTargetDescription rtDesc(att);
d.oneface_rt[face] = rhi->newTextureRenderTarget(rtDesc);
if (face == 0) {
d.oneface_rp = d.oneface_rt[0]->newCompatibleRenderPassDescriptor();
d.releasePool << d.oneface_rp;
}
d.oneface_rt[face]->setRenderPassDescriptor(d.oneface_rp);
d.oneface_rt[face]->build();
d.releasePool << d.oneface_rt[face];
}
d.oneface_srb = rhi->newShaderResourceBindings();
const QRhiShaderResourceBinding::StageFlags visibility =
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
d.oneface_srb->setBindings({
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, visibility, d.oneface_ubuf, 64 + 12)
});
d.oneface_srb->build();
d.releasePool << d.oneface_srb;
d.oneface_ps = rhi->newGraphicsPipeline();
d.oneface_ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_oneface.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_oneface.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
});
d.oneface_ps->setVertexInputLayout(inputLayout);
d.oneface_ps->setShaderResourceBindings(d.oneface_srb);
d.oneface_ps->setRenderPassDescriptor(d.oneface_rp);
d.oneface_ps->build();
d.releasePool << d.oneface_ps;
// wasteful to duplicate the mvp as well but will do for now
for (int face = 0; face < 6; ++face) {
const int offset = d.ubufSizePerFace * face;
QMatrix4x4 identity;
d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset, 64, identity.constData());
// will use a different color for each face
QColor c;
switch (face) {
case 0:
c = Qt::red;
break;
case 1:
c = Qt::green;
break;
case 2:
c = Qt::blue;
break;
case 3:
c = Qt::yellow;
break;
case 4:
c = Qt::lightGray;
break;
case 5:
c = Qt::cyan;
break;
}
float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset + 64, 12, color);
}
}
// 6 render passes, 1 draw call each, targeting one cubemap face at a time
void renderPerFace(QRhiCommandBuffer *cb)
{
for (int face = 0; face < 6; ++face) {
cb->beginPass(d.oneface_rt[face], Qt::black, { 1.0f, 0 });
cb->setGraphicsPipeline(d.oneface_ps);
cb->setViewport({ 0, 0,
float(d.oneface_rt[face]->pixelSize().width()),
float(d.oneface_rt[face]->pixelSize().height()) });
const QRhiCommandBuffer::DynamicOffset dynamicOffset(0, face * d.ubufSizePerFace);
cb->setShaderResources(nullptr, 1, &dynamicOffset);
QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}
}
void initializeMrtRendering(QRhi *rhi)
{
d.cubemap2 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
d.cubemap2->build();
d.releasePool << d.cubemap2;
d.mrt_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 6 * 16); // note that vec3 is aligned to 16 bytes
d.mrt_ubuf->build();
d.releasePool << d.mrt_ubuf;
QVarLengthArray<QRhiColorAttachment, 6> attachments;
for (int face = 0; face < 6; ++face) {
QRhiColorAttachment att(d.cubemap2);
att.setLayer(face);
attachments.append(att);
}
QRhiTextureRenderTargetDescription rtDesc;
rtDesc.setColorAttachments(attachments.cbegin(), attachments.cend());
d.mrt_rt = rhi->newTextureRenderTarget(rtDesc);
d.mrt_rp = d.mrt_rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.mrt_rp;
d.mrt_rt->setRenderPassDescriptor(d.mrt_rp);
d.mrt_rt->build();
d.releasePool << d.mrt_rt;
d.mrt_srb = rhi->newShaderResourceBindings();
const QRhiShaderResourceBinding::StageFlags visibility =
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
d.mrt_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, visibility, d.mrt_ubuf)
});
d.mrt_srb->build();
d.releasePool << d.mrt_srb;
d.mrt_ps = rhi->newGraphicsPipeline();
d.mrt_ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_mrt.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_mrt.frag.qsb")) }
});
QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 6> targetBlends;
for (int face = 0; face < 6; ++face)
targetBlends.append({}); // default to blend = false, color write = all, which is good
d.mrt_ps->setTargetBlends(targetBlends.cbegin(), targetBlends.cend());
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
});
d.mrt_ps->setVertexInputLayout(inputLayout);
d.mrt_ps->setShaderResourceBindings(d.mrt_srb);
d.mrt_ps->setRenderPassDescriptor(d.mrt_rp);
d.mrt_ps->build();
d.releasePool << d.mrt_ps;
QMatrix4x4 identity;
d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, 0, 64, identity.constData());
for (int face = 0; face < 6; ++face) {
const int offset = 64 + face * 16;
// will use a different color for each face
QColor c;
switch (face) {
case 0:
c = Qt::red;
break;
case 1:
c = Qt::green;
break;
case 2:
c = Qt::blue;
break;
case 3:
c = Qt::yellow;
break;
case 4:
c = Qt::lightGray;
break;
case 5:
c = Qt::cyan;
break;
}
float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, offset, 12, color);
}
}
// 1 render pass, 1 draw call, with all 6 faces attached and written to
void renderWithMrt(QRhiCommandBuffer *cb)
{
// use a different clear color to differentiate from cubemap1 (because the
// results are expected to be identical otherwise)
cb->beginPass(d.mrt_rt, Qt::magenta, { 1.0f, 0 });
cb->setGraphicsPipeline(d.mrt_ps);
cb->setViewport({ 0, 0,
float(d.mrt_rt->pixelSize().width()),
float(d.mrt_rt->pixelSize().height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}
void Window::customInit()
{
d.half_quad_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(halfQuadVertexData));
d.half_quad_vbuf->build();
d.releasePool << d.half_quad_vbuf;
d.half_quad_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(halfQuadIndexData));
d.half_quad_ibuf->build();
d.releasePool << d.half_quad_ibuf;
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.half_quad_vbuf, 0, sizeof(halfQuadVertexData), halfQuadVertexData);
d.initialUpdates->uploadStaticBuffer(d.half_quad_ibuf, halfQuadIndexData);
initializePerFaceRendering(m_r);
d.canDoMrt = m_r->resourceLimit(QRhi::MaxColorAttachments) >= 6;
if (d.canDoMrt)
initializeMrtRendering(m_r);
else
qWarning("Not enough color attachments (need 6, supports %d)", m_r->resourceLimit(QRhi::MaxColorAttachments));
// onscreen stuff
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->build();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
d.ubuf->build();
d.releasePool << d.ubuf;
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.sampler->build();
d.releasePool << d.sampler;
d.srb = m_r->newShaderResourceBindings();
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
});
d.srb->build();
d.releasePool << d.srb;
d.ps = m_r->newGraphicsPipeline();
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
QShader vs = getShader(QLatin1String(":/cubemap_sample.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/cubemap_sample.frag.qsb"));
Q_ASSERT(fs.isValid());
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
d.releasePool << d.ps;
if (d.canDoMrt)
qDebug("Use the arrow keys to switch between the two generated cubemaps");
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
mvp.scale(10);
mvp.rotate(d.rx, 1, 0, 0);
d.rx += 0.5f;
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
cb->resourceUpdate(u);
renderPerFace(cb);
if (d.canDoMrt)
renderWithMrt(cb);
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
cb->setGraphicsPipeline(d.ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(36);
cb->endPass();
}
void Window::keyPressEvent(QKeyEvent *e)
{
switch (e->key()) {
case Qt::Key_Left:
case Qt::Key_Up:
qDebug("Showing first cubemap (generated by rendering to the faces one by one; black background)");
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
});
d.srb->build();
break;
case Qt::Key_Right:
case Qt::Key_Down:
if (d.canDoMrt) {
qDebug("Showing second cubemap (generated with multiple render targets; magenta background)");
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap2, d.sampler)
});
d.srb->build();
}
break;
default:
e->ignore();
break;
}
}