qt5base-lts/tests/manual/rhi/stenciloutline/stenciloutline.cpp
Laszlo Agocs 2c639aea76 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>
2022-10-25 15:19:41 +02:00

155 lines
5.4 KiB
C++

// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
#include "../shared/cube.h"
static const quint32 UBUF_SIZE = 76;
static const float OUTLINE_SIZE = 1.05f;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf;
QRhiBuffer *ubuf;
QRhiShaderResourceBindings *srb;
QRhiGraphicsPipeline *psPass1;
QRhiGraphicsPipeline *psPass2;
float rot = 0.0f;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
} d;
void Window::customInit()
{
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 2 * m_r->ubufAligned(UBUF_SIZE));
d.ubuf->create();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, UBUF_SIZE)
});
d.srb->create();
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
});
const QRhiShaderStage stages[] = {
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
};
d.psPass1 = m_r->newGraphicsPipeline();
d.releasePool << d.psPass1;
d.psPass1->setShaderStages(stages, stages + 2);
d.psPass1->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
d.psPass1->setDepthTest(true);
d.psPass1->setDepthWrite(true);
QRhiGraphicsPipeline::StencilOpState stencilPass1 = { QRhiGraphicsPipeline::Keep,
QRhiGraphicsPipeline::Keep,
QRhiGraphicsPipeline::Replace,
QRhiGraphicsPipeline::Always };
d.psPass1->setStencilFront(stencilPass1);
d.psPass1->setCullMode(QRhiGraphicsPipeline::Back);
//d.psPass1->setStencilBack(stencilPass1);
d.psPass1->setStencilTest(true);
d.psPass1->setVertexInputLayout(inputLayout);
d.psPass1->setShaderResourceBindings(d.srb);
d.psPass1->setRenderPassDescriptor(m_rp);
d.psPass1->create();
d.psPass2 = m_r->newGraphicsPipeline();
d.releasePool << d.psPass2;
d.psPass2->setShaderStages(stages, stages + 2);
d.psPass2->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
d.psPass2->setDepthTest(false);
d.psPass2->setDepthWrite(false);
QRhiGraphicsPipeline::StencilOpState stencilPass2 = { QRhiGraphicsPipeline::Keep,
QRhiGraphicsPipeline::Keep,
QRhiGraphicsPipeline::Replace,
QRhiGraphicsPipeline::NotEqual };
d.psPass2->setStencilFront(stencilPass2);
d.psPass2->setCullMode(QRhiGraphicsPipeline::Back);
//d.psPass2->setStencilBack(stencilPass2);
d.psPass2->setStencilTest(true);
d.psPass2->setStencilWriteMask(0);
d.psPass2->setVertexInputLayout(inputLayout);
d.psPass2->setShaderResourceBindings(d.srb);
d.psPass2->setRenderPassDescriptor(m_rp);
d.psPass2->create();
}
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 = nullptr;
if (d.initialUpdates) {
u = d.initialUpdates;
d.initialUpdates = nullptr;
}
char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
QMatrix4x4 mvp = m_proj;
mvp.rotate(d.rot, 1, 1, 0);
mvp.scale(0.5f);
memcpy(p, mvp.constData(), 64);
const float color[] = { 1.0f, 0.0f, 0.0f };
memcpy(p + 64, color, 3 * sizeof(float));
static const size_t pass2Ofs = m_r->ubufAligned(UBUF_SIZE);
mvp.scale(OUTLINE_SIZE);
memcpy(p + pass2Ofs, mvp.constData(), 64);
const float pass2Color[] = { 0.0f, 0.0f, 1.0f };
memcpy(p + pass2Ofs + 64, pass2Color, 3 * sizeof(float));
d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
};
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
cb->setGraphicsPipeline(d.psPass1);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
QRhiCommandBuffer::DynamicOffset pass1DynOffset = { 0, 0 };
cb->setShaderResources(d.srb, 1, &pass1DynOffset);
cb->setVertexInput(0, 1, vbufBinding);
cb->setStencilRef(1);
cb->draw(36);
cb->setGraphicsPipeline(d.psPass2);
QRhiCommandBuffer::DynamicOffset pass2DynOffset = { 0, m_r->ubufAligned(UBUF_SIZE) };
cb->setShaderResources(d.srb, 1, &pass2DynOffset);
cb->setVertexInput(0, 1, vbufBinding);
cb->setStencilRef(1);
cb->draw(36);
cb->endPass();
d.rot += 1;
}