rhi: Add render-to-cubemap manual test

What's more, demonstrate two types of rendering to a cubemap:
one by one to each face, and by attaching all faces as color
attachments in one go.

Both are used by Qt Quick 3D in connection with shadows, so this
proves that the same is possible to implement with QRhi.

Task-number: QTBUG-81261
Change-Id: I5c7077224d7cae0dd6ea02ac30a9e6f9f1f0c229
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
This commit is contained in:
Laszlo Agocs 2020-01-09 12:38:27 +01:00
parent fe97af0c9a
commit 1f267b7e6d
18 changed files with 596 additions and 0 deletions

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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_oneface.vert -o cubemap_oneface.vert.qsb
qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_oneface.frag -o cubemap_oneface.frag.qsb
qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_mrt.vert -o cubemap_mrt.vert.qsb
qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_mrt.frag -o cubemap_mrt.frag.qsb
qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_sample.vert -o cubemap_sample.vert.qsb
qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_sample.frag -o cubemap_sample.frag.qsb

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#version 440
layout(location = 0) out vec4 c0;
layout(location = 1) out vec4 c1;
layout(location = 2) out vec4 c2;
layout(location = 3) out vec4 c3;
layout(location = 4) out vec4 c4;
layout(location = 5) out vec4 c5;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
vec3 color0;
vec3 color1;
vec3 color2;
vec3 color3;
vec3 color4;
vec3 color5;
} ubuf;
void main()
{
c0 = vec4(ubuf.color0, 1.0);
c1 = vec4(ubuf.color1, 1.0);
c2 = vec4(ubuf.color2, 1.0);
c3 = vec4(ubuf.color3, 1.0);
c4 = vec4(ubuf.color4, 1.0);
c5 = vec4(ubuf.color5, 1.0);
}

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#version 440
layout(location = 0) in vec4 position;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
vec3 color0;
vec3 color1;
vec3 color2;
vec3 color3;
vec3 color4;
vec3 color5;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = ubuf.mvp * position;
}

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#version 440
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
vec3 color;
} ubuf;
void main()
{
fragColor = vec4(ubuf.color, 1.0);
}

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#version 440
layout(location = 0) in vec4 position;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
vec3 color;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = ubuf.mvp * position;
}

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/****************************************************************************
**
** Copyright (C) 2020 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
// 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;
}
}

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TEMPLATE = app
QT += gui-private
SOURCES = \
cubemap_render.cpp
RESOURCES = cubemap_render.qrc

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<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>cubemap_oneface.vert.qsb</file>
<file>cubemap_oneface.frag.qsb</file>
<file>cubemap_mrt.vert.qsb</file>
<file>cubemap_mrt.frag.qsb</file>
<file>cubemap_sample.vert.qsb</file>
<file>cubemap_sample.frag.qsb</file>
</qresource>
</RCC>

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#version 440
layout(location = 0) in vec3 v_coord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform samplerCube tex;
void main()
{
fragColor = vec4(texture(tex, v_coord).rgb, 1.0);
}

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#version 440
layout(location = 0) in vec4 position;
layout(location = 0) out vec3 v_coord;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
v_coord = position.xyz;
gl_Position = ubuf.mvp * position;
}

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@ -9,6 +9,7 @@ SUBDIRS += \
msaarenderbuffer \
cubemap \
cubemap_scissor \
cubemap_render \
multiwindow \
multiwindow_threaded \
triquadcube \

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@ -148,6 +148,9 @@ protected:
void exposeEvent(QExposeEvent *) override;
bool event(QEvent *) override;
#ifdef EXAMPLEFW_KEYPRESS_EVENTS
void keyPressEvent(QKeyEvent *e) override;
#endif
bool m_running = false;
bool m_notExposed = false;