rhi: Add a manual test for simple stencil-based outline
Interesting on its own just because it exercises stencil testing, unlike any of the other existing manual tests. In addition it serves as a base example for how outlines could be done, it is one possible approach at least. (render with stencil write, then render again slightly scaled up with a solid color with testing against the stencil buffer content) Change-Id: I0c845a9004136f229cab037f6f0aab2f772bdd76 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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@ -29,6 +29,7 @@ add_subdirectory(texturearray)
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add_subdirectory(polygonmode)
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add_subdirectory(tessellation)
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add_subdirectory(geometryshader)
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add_subdirectory(stenciloutline)
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if(QT_FEATURE_widgets)
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add_subdirectory(rhiwidget)
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endif()
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@ -259,7 +259,6 @@ void Window::init()
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// now onto the backend-independent init
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m_sc = m_r->newSwapChain();
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// allow depth-stencil, although we do not actually enable depth test/write for the triangle
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m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
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QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
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sampleCount,
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19
tests/manual/rhi/stenciloutline/CMakeLists.txt
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19
tests/manual/rhi/stenciloutline/CMakeLists.txt
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@ -0,0 +1,19 @@
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# Copyright (C) 2022 The Qt Company Ltd.
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# SPDX-License-Identifier: BSD-3-Clause
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qt_internal_add_manual_test(stenciloutline
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GUI
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SOURCES
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stenciloutline.cpp
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LIBRARIES
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Qt::Gui
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Qt::GuiPrivate
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)
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qt_internal_add_resource(stenciloutline "stenciloutline"
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PREFIX
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"/"
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FILES
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"material.frag.qsb"
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"material.vert.qsb"
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)
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2
tests/manual/rhi/stenciloutline/buildshaders.bat
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2
tests/manual/rhi/stenciloutline/buildshaders.bat
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@ -0,0 +1,2 @@
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qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 material.vert -o material.vert.qsb
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qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 material.frag -o material.frag.qsb
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13
tests/manual/rhi/stenciloutline/material.frag
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tests/manual/rhi/stenciloutline/material.frag
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@ -0,0 +1,13 @@
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#version 440
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color;
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};
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void main()
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{
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fragColor = vec4(color, 1.0);
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}
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BIN
tests/manual/rhi/stenciloutline/material.frag.qsb
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BIN
tests/manual/rhi/stenciloutline/material.frag.qsb
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Binary file not shown.
13
tests/manual/rhi/stenciloutline/material.vert
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13
tests/manual/rhi/stenciloutline/material.vert
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@ -0,0 +1,13 @@
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#version 440
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layout(location = 0) in vec4 position;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color;
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};
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void main()
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{
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gl_Position = mvp * position;
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}
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BIN
tests/manual/rhi/stenciloutline/material.vert.qsb
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BIN
tests/manual/rhi/stenciloutline/material.vert.qsb
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Binary file not shown.
154
tests/manual/rhi/stenciloutline/stenciloutline.cpp
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154
tests/manual/rhi/stenciloutline/stenciloutline.cpp
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@ -0,0 +1,154 @@
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// Copyright (C) 2019 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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static const quint32 UBUF_SIZE = 76;
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static const float OUTLINE_SIZE = 1.05f;
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf;
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QRhiBuffer *ubuf;
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QRhiShaderResourceBindings *srb;
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QRhiGraphicsPipeline *psPass1;
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QRhiGraphicsPipeline *psPass2;
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float rot = 0.0f;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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} d;
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void Window::customInit()
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{
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 2 * m_r->ubufAligned(UBUF_SIZE));
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, UBUF_SIZE)
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});
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d.srb->create();
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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});
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const QRhiShaderStage stages[] = {
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
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};
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d.psPass1 = m_r->newGraphicsPipeline();
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d.releasePool << d.psPass1;
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d.psPass1->setShaderStages(stages, stages + 2);
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d.psPass1->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
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d.psPass1->setDepthTest(true);
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d.psPass1->setDepthWrite(true);
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QRhiGraphicsPipeline::StencilOpState stencilPass1 = { QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Replace,
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QRhiGraphicsPipeline::Always };
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d.psPass1->setStencilFront(stencilPass1);
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d.psPass1->setCullMode(QRhiGraphicsPipeline::Back);
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//d.psPass1->setStencilBack(stencilPass1);
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d.psPass1->setStencilTest(true);
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d.psPass1->setVertexInputLayout(inputLayout);
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d.psPass1->setShaderResourceBindings(d.srb);
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d.psPass1->setRenderPassDescriptor(m_rp);
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d.psPass1->create();
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d.psPass2 = m_r->newGraphicsPipeline();
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d.releasePool << d.psPass2;
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d.psPass2->setShaderStages(stages, stages + 2);
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d.psPass2->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
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d.psPass2->setDepthTest(false);
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d.psPass2->setDepthWrite(false);
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QRhiGraphicsPipeline::StencilOpState stencilPass2 = { QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Replace,
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QRhiGraphicsPipeline::NotEqual };
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d.psPass2->setStencilFront(stencilPass2);
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d.psPass2->setCullMode(QRhiGraphicsPipeline::Back);
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//d.psPass2->setStencilBack(stencilPass2);
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d.psPass2->setStencilTest(true);
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d.psPass2->setStencilWriteMask(0);
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d.psPass2->setVertexInputLayout(inputLayout);
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d.psPass2->setShaderResourceBindings(d.srb);
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d.psPass2->setRenderPassDescriptor(m_rp);
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d.psPass2->create();
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = nullptr;
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if (d.initialUpdates) {
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u = d.initialUpdates;
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d.initialUpdates = nullptr;
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}
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char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(d.rot, 1, 1, 0);
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mvp.scale(0.5f);
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memcpy(p, mvp.constData(), 64);
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const float color[] = { 1.0f, 0.0f, 0.0f };
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memcpy(p + 64, color, 3 * sizeof(float));
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static const size_t pass2Ofs = m_r->ubufAligned(UBUF_SIZE);
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mvp.scale(OUTLINE_SIZE);
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memcpy(p + pass2Ofs, mvp.constData(), 64);
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const float pass2Color[] = { 0.0f, 0.0f, 1.0f };
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memcpy(p + pass2Ofs + 64, pass2Color, 3 * sizeof(float));
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d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
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const QRhiCommandBuffer::VertexInput vbufBinding[] = {
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{ d.vbuf, 0 },
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};
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
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cb->setGraphicsPipeline(d.psPass1);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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QRhiCommandBuffer::DynamicOffset pass1DynOffset = { 0, 0 };
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cb->setShaderResources(d.srb, 1, &pass1DynOffset);
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cb->setVertexInput(0, 1, vbufBinding);
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cb->setStencilRef(1);
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cb->draw(36);
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cb->setGraphicsPipeline(d.psPass2);
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QRhiCommandBuffer::DynamicOffset pass2DynOffset = { 0, m_r->ubufAligned(UBUF_SIZE) };
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cb->setShaderResources(d.srb, 1, &pass2DynOffset);
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cb->setVertexInput(0, 1, vbufBinding);
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cb->setStencilRef(1);
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cb->draw(36);
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cb->endPass();
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d.rot += 1;
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}
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