qt5base-lts/tests/manual/rhi/displacement/displacement.cpp
Laszlo Agocs 870a3011ed rhi: Add a displacement / tessellation manual test
There is something odd when running on Metal: note how the uv
is vec3 instead of vec2, in order to make the vertex-tesc-tese
data to look like this:

struct main0_out
{
    float3 out_uv;
    float3 out_normal;
    float4 gl_Position;
};

if out_uv was float2 we'd get some strange rendering results,
perhaps due to something related to alignment. But have no means
to investigate this further.

Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2023-02-14 17:48:09 +01:00

223 lines
7.8 KiB
C++

// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#define EXAMPLEFW_KEYPRESS_EVENTS
#include "../shared/examplefw.h"
#include "../shared/cube.h"
// Another tessellation test. Use the keys (info printed on debug output) to
// change the tessellation and displacement factors. Compatible with Direct 3D
// via hand-written hull and domain shaders, but this already pushes the limits
// of what is sensible when it comes to injecting hand-written HLSL code to get
// tessellation functional (cbuffer layout, resource registers all need to be
// figured out manually and works only as long as the GLSL source is not
// changing, etc.). Note that the domain shader must use SampleLevel
// (textureLod), it won't compile for ds_5_0 otherwise.
static const quint32 UBUF_SIZE = 80;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf;
QRhiBuffer *ubuf;
QRhiTexture *tex;
QRhiSampler *sampler;
QRhiShaderResourceBindings *srb;
QRhiGraphicsPipeline *psWire;
QRhiGraphicsPipeline *psSolid;
bool rotate = true;
float rotation = 0.0f;
float viewZ = 0.0f;
float displacementAmount = 0.0f;
float tessInner = 4;
float tessOuter = 4;
bool useTex = false;
bool wireframe = true;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Tessellation))
qFatal("Tessellation is not supported");
qDebug("Left: decrease inner tessellation factor (default is 4)\n"
"Right: increase inner tessellation factor\n"
"Up: decrease outer tessellation factor (default is 4)\n"
"Down: increase outer tessellation factor\n"
"W: move camera forward\n"
"S: move camera backwards\n"
"[: decrease displacement amount (default is 0)\n"
"]: increase displacement amount\n"
"Tab: toggle displacement texture usage (off by default)\n"
"Backspace: toggle wireframe (on by default)\n"
);
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, m_r->ubufAligned(UBUF_SIZE));
d.ubuf->create();
d.releasePool << d.ubuf;
QImage image;
image.load(":/heightmap.png");
if (image.isNull())
qFatal("Failed to load displacement map");
d.tex = m_r->newTexture(QRhiTexture::RGBA8, image.size());
d.tex->create();
d.releasePool << d.tex;
d.initialUpdates->uploadTexture(d.tex, image);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.releasePool << d.sampler;
d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0,
QRhiShaderResourceBinding::TessellationControlStage
| QRhiShaderResourceBinding::TessellationEvaluationStage,
d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::TessellationEvaluationStage, d.tex, d.sampler)
});
d.srb->create();
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) },
{ 3 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 },
{ 2, 2, QRhiVertexInputAttribute::Float3, 0 }
});
const QRhiShaderStage stages[] = {
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/material.tesc.qsb")) },
{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/material.tese.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
};
d.psWire = m_r->newGraphicsPipeline();
d.releasePool << d.psWire;
d.psWire->setTopology(QRhiGraphicsPipeline::Patches);
d.psWire->setPatchControlPointCount(3);
d.psWire->setShaderStages(stages, stages + 4);
d.psWire->setDepthTest(true);
d.psWire->setDepthWrite(true);
d.psWire->setCullMode(QRhiGraphicsPipeline::Back);
d.psWire->setPolygonMode(QRhiGraphicsPipeline::Line);
d.psWire->setVertexInputLayout(inputLayout);
d.psWire->setShaderResourceBindings(d.srb);
d.psWire->setRenderPassDescriptor(m_rp);
d.psWire->create();
d.psSolid = m_r->newGraphicsPipeline();
d.releasePool << d.psSolid;
d.psSolid->setTopology(QRhiGraphicsPipeline::Patches);
d.psSolid->setPatchControlPointCount(3);
d.psSolid->setShaderStages(stages, stages + 4);
d.psSolid->setDepthTest(true);
d.psSolid->setDepthWrite(true);
d.psSolid->setCullMode(QRhiGraphicsPipeline::Back);
d.psSolid->setVertexInputLayout(inputLayout);
d.psSolid->setShaderResourceBindings(d.srb);
d.psSolid->setRenderPassDescriptor(m_rp);
d.psSolid->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.translate(0, 0, d.viewZ);
mvp.rotate(d.rotation, 1, 1, 0);
mvp.scale(0.5f);
memcpy(p, mvp.constData(), 64);
memcpy(p + 64, &d.displacementAmount, sizeof(float));
memcpy(p + 68, &d.tessInner, sizeof(float));
memcpy(p + 72, &d.tessOuter, sizeof(float));
qint32 useTex = d.useTex ? 1 : 0;
memcpy(p + 76, &useTex, sizeof(qint32));
d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
{ d.vbuf, quint32(36 * 3 * sizeof(float)) },
{ d.vbuf, quint32(36 * (3 + 2) * sizeof(float)) }
};
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
cb->setGraphicsPipeline(d.wireframe ? d.psWire : d.psSolid);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources(d.srb);
cb->setVertexInput(0, 3, vbufBinding);
cb->draw(36);
cb->endPass();
if (d.rotate)
d.rotation += 1;
}
void Window::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_Right)
d.tessInner += 1.0f;
else if (e->key() == Qt::Key_Left)
d.tessInner -= 1.0f;
else if (e->key() == Qt::Key_Down)
d.tessOuter += 1.0f;
else if (e->key() == Qt::Key_Up)
d.tessOuter -= 1.0f;
else if (e->key() == Qt::Key_W)
d.viewZ += 0.1f;
else if (e->key() == Qt::Key_S)
d.viewZ -= 0.1f;
else if (e->key() == Qt::Key_Space)
d.rotate = !d.rotate;
else if (e->key() == Qt::Key_BracketLeft)
d.displacementAmount -= 0.1f;
else if (e->key() == Qt::Key_BracketRight)
d.displacementAmount += 0.1f;
else if (e->key() == Qt::Key_Tab)
d.useTex = !d.useTex;
else if (e->key() == Qt::Key_Backspace)
d.wireframe = !d.wireframe;
qDebug("Inner: %f Outer: %f Displacement amount: %f Use displacement map: %d",
d.tessInner, d.tessOuter, d.displacementAmount, d.useTex);
}