05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
420 lines
15 KiB
C++
420 lines
15 KiB
C++
// Copyright (C) 2020 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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// Demonstrates rendering to two cubemaps in two different ways:
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// - one by one, to each face,
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// - if the supported max number of color attachments is greater than 4: in
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// one go with all 6 faces attached as render targets.
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//
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// Finally, show what we got in a skybox-ish thing. Press the arrow keys to
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// switch between the two cubemaps. (the only difference should be their
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// background clear color)
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#define EXAMPLEFW_KEYPRESS_EVENTS
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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// each face is 512x512
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static const QSize cubemapSize(512, 512);
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// each cubemap face gets a 256x256 quad in the center
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static float halfQuadVertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f,
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-0.5f, -0.5f,
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0.5f, -0.5f,
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0.5f, 0.5f,
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};
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static quint16 halfQuadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiTexture *cubemap1 = nullptr;
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QRhiTexture *cubemap2 = nullptr;
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bool canDoMrt = false;
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QRhiBuffer *half_quad_vbuf = nullptr;
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QRhiBuffer *half_quad_ibuf = nullptr;
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QRhiBuffer *oneface_ubuf = nullptr;
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int ubufSizePerFace;
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QRhiTextureRenderTarget *oneface_rt[6];
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QRhiRenderPassDescriptor *oneface_rp = nullptr;
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QRhiShaderResourceBindings *oneface_srb = nullptr;
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QRhiGraphicsPipeline *oneface_ps = nullptr;
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QRhiBuffer *mrt_ubuf = nullptr;
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QRhiTextureRenderTarget *mrt_rt = nullptr;
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QRhiRenderPassDescriptor *mrt_rp = nullptr;
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QRhiShaderResourceBindings *mrt_srb = nullptr;
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QRhiGraphicsPipeline *mrt_ps = nullptr;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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float rx = 0;
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} d;
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void initializePerFaceRendering(QRhi *rhi)
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{
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d.cubemap1 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
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d.cubemap1->create();
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d.releasePool << d.cubemap1;
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d.ubufSizePerFace = rhi->ubufAligned(64 + 12);
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d.oneface_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.ubufSizePerFace * 6);
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d.oneface_ubuf->create();
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d.releasePool << d.oneface_ubuf;
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for (int face = 0; face < 6; ++face) {
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QRhiColorAttachment att(d.cubemap1);
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att.setLayer(face);
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QRhiTextureRenderTargetDescription rtDesc(att);
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d.oneface_rt[face] = rhi->newTextureRenderTarget(rtDesc);
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if (face == 0) {
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d.oneface_rp = d.oneface_rt[0]->newCompatibleRenderPassDescriptor();
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d.releasePool << d.oneface_rp;
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}
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d.oneface_rt[face]->setRenderPassDescriptor(d.oneface_rp);
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d.oneface_rt[face]->create();
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d.releasePool << d.oneface_rt[face];
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}
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d.oneface_srb = rhi->newShaderResourceBindings();
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const QRhiShaderResourceBinding::StageFlags visibility =
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QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
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d.oneface_srb->setBindings({
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QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, visibility, d.oneface_ubuf, 64 + 12)
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});
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d.oneface_srb->create();
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d.releasePool << d.oneface_srb;
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d.oneface_ps = rhi->newGraphicsPipeline();
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d.oneface_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_oneface.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_oneface.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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});
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d.oneface_ps->setVertexInputLayout(inputLayout);
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d.oneface_ps->setShaderResourceBindings(d.oneface_srb);
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d.oneface_ps->setRenderPassDescriptor(d.oneface_rp);
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d.oneface_ps->create();
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d.releasePool << d.oneface_ps;
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// wasteful to duplicate the mvp as well but will do for now
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for (int face = 0; face < 6; ++face) {
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const int offset = d.ubufSizePerFace * face;
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QMatrix4x4 identity;
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d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset, 64, identity.constData());
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// will use a different color for each face
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QColor c;
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switch (face) {
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case 0:
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c = Qt::red;
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break;
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case 1:
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c = Qt::green;
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break;
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case 2:
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c = Qt::blue;
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break;
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case 3:
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c = Qt::yellow;
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break;
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case 4:
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c = Qt::lightGray;
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break;
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case 5:
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c = Qt::cyan;
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break;
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}
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float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
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d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset + 64, 12, color);
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}
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}
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// 6 render passes, 1 draw call each, targeting one cubemap face at a time
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void renderPerFace(QRhiCommandBuffer *cb)
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{
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for (int face = 0; face < 6; ++face) {
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cb->beginPass(d.oneface_rt[face], Qt::black, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.oneface_ps);
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cb->setViewport({ 0, 0,
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float(d.oneface_rt[face]->pixelSize().width()),
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float(d.oneface_rt[face]->pixelSize().height()) });
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const QRhiCommandBuffer::DynamicOffset dynamicOffset(0, face * d.ubufSizePerFace);
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cb->setShaderResources(nullptr, 1, &dynamicOffset);
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QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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}
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void initializeMrtRendering(QRhi *rhi)
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{
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d.cubemap2 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
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d.cubemap2->create();
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d.releasePool << d.cubemap2;
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d.mrt_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 6 * 16); // note that vec3 is aligned to 16 bytes
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d.mrt_ubuf->create();
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d.releasePool << d.mrt_ubuf;
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QVarLengthArray<QRhiColorAttachment, 6> attachments;
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for (int face = 0; face < 6; ++face) {
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QRhiColorAttachment att(d.cubemap2);
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att.setLayer(face);
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attachments.append(att);
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}
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QRhiTextureRenderTargetDescription rtDesc;
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rtDesc.setColorAttachments(attachments.cbegin(), attachments.cend());
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d.mrt_rt = rhi->newTextureRenderTarget(rtDesc);
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d.mrt_rp = d.mrt_rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.mrt_rp;
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d.mrt_rt->setRenderPassDescriptor(d.mrt_rp);
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d.mrt_rt->create();
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d.releasePool << d.mrt_rt;
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d.mrt_srb = rhi->newShaderResourceBindings();
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const QRhiShaderResourceBinding::StageFlags visibility =
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QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
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d.mrt_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, visibility, d.mrt_ubuf)
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});
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d.mrt_srb->create();
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d.releasePool << d.mrt_srb;
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d.mrt_ps = rhi->newGraphicsPipeline();
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d.mrt_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_mrt.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_mrt.frag.qsb")) }
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});
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QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 6> targetBlends;
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for (int face = 0; face < 6; ++face)
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targetBlends.append({}); // default to blend = false, color write = all, which is good
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d.mrt_ps->setTargetBlends(targetBlends.cbegin(), targetBlends.cend());
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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});
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d.mrt_ps->setVertexInputLayout(inputLayout);
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d.mrt_ps->setShaderResourceBindings(d.mrt_srb);
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d.mrt_ps->setRenderPassDescriptor(d.mrt_rp);
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d.mrt_ps->create();
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d.releasePool << d.mrt_ps;
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QMatrix4x4 identity;
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d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, 0, 64, identity.constData());
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for (int face = 0; face < 6; ++face) {
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const int offset = 64 + face * 16;
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// will use a different color for each face
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QColor c;
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switch (face) {
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case 0:
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c = Qt::red;
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break;
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case 1:
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c = Qt::green;
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break;
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case 2:
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c = Qt::blue;
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break;
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case 3:
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c = Qt::yellow;
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break;
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case 4:
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c = Qt::lightGray;
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break;
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case 5:
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c = Qt::cyan;
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break;
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}
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float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
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d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, offset, 12, color);
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}
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}
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// 1 render pass, 1 draw call, with all 6 faces attached and written to
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void renderWithMrt(QRhiCommandBuffer *cb)
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{
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// use a different clear color to differentiate from cubemap1 (because the
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// results are expected to be identical otherwise)
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cb->beginPass(d.mrt_rt, Qt::magenta, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.mrt_ps);
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cb->setViewport({ 0, 0,
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float(d.mrt_rt->pixelSize().width()),
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float(d.mrt_rt->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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void Window::customInit()
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{
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d.half_quad_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(halfQuadVertexData));
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d.half_quad_vbuf->create();
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d.releasePool << d.half_quad_vbuf;
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d.half_quad_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(halfQuadIndexData));
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d.half_quad_ibuf->create();
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d.releasePool << d.half_quad_ibuf;
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.half_quad_vbuf, 0, sizeof(halfQuadVertexData), halfQuadVertexData);
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d.initialUpdates->uploadStaticBuffer(d.half_quad_ibuf, halfQuadIndexData);
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initializePerFaceRendering(m_r);
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d.canDoMrt = m_r->resourceLimit(QRhi::MaxColorAttachments) >= 6;
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if (d.canDoMrt)
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initializeMrtRendering(m_r);
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else
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qWarning("Not enough color attachments (need 6, supports %d)", m_r->resourceLimit(QRhi::MaxColorAttachments));
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// onscreen stuff
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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, 64);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::Repeat, QRhiSampler::Repeat);
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d.sampler->create();
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d.releasePool << d.sampler;
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d.srb = m_r->newShaderResourceBindings();
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
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});
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d.srb->create();
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d.releasePool << d.srb;
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d.ps = m_r->newGraphicsPipeline();
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
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d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
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d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
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QShader vs = getShader(QLatin1String(":/cubemap_sample.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/cubemap_sample.frag.qsb"));
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Q_ASSERT(fs.isValid());
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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});
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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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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.releasePool << d.ps;
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if (d.canDoMrt)
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qDebug("Use the arrow keys to switch between the two generated cubemaps");
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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 = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
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mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
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mvp.scale(10);
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mvp.rotate(d.rx, 1, 0, 0);
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d.rx += 0.5f;
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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cb->resourceUpdate(u);
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renderPerFace(cb);
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if (d.canDoMrt)
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renderWithMrt(cb);
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(36);
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cb->endPass();
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}
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void Window::keyPressEvent(QKeyEvent *e)
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{
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switch (e->key()) {
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case Qt::Key_Left:
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case Qt::Key_Up:
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qDebug("Showing first cubemap (generated by rendering to the faces one by one; black background)");
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
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});
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d.srb->create();
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break;
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case Qt::Key_Right:
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case Qt::Key_Down:
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if (d.canDoMrt) {
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qDebug("Showing second cubemap (generated with multiple render targets; magenta background)");
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap2, d.sampler)
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});
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d.srb->create();
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}
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break;
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default:
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e->ignore();
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break;
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}
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}
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