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| |
| #include "../shared/examplefw.h" |
| #include "../shared/cube.h" |
| |
| // Depth texture / shadow sampler / shadow map example. |
| // Not available on GLES 2.0. |
| |
| static float quadVertexData[] = |
| { // Y up, CCW, x-y-z |
| -0.5f, 0.5f, 0.0f, |
| -0.5f, -0.5f, 0.0f, |
| 0.5f, -0.5f, 0.0f, |
| 0.5f, 0.5f, 0.0f, |
| }; |
| |
| static quint16 quadIndexData[] = |
| { |
| 0, 1, 2, 0, 2, 3 |
| }; |
| |
| struct { |
| QVector<QRhiResource *> releasePool; |
| QRhiBuffer *vbuf = nullptr; |
| QRhiBuffer *ibuf = nullptr; |
| QRhiBuffer *ubuf = nullptr; |
| QRhiSampler *shadowSampler = nullptr; |
| QRhiShaderResourceBindings *srb = nullptr; |
| QRhiGraphicsPipeline *ps = nullptr; |
| QRhiResourceUpdateBatch *initialUpdates = nullptr; |
| QMatrix4x4 winProj; |
| float cubeRot = 0; |
| |
| QRhiTextureRenderTarget *rt = nullptr; |
| QRhiRenderPassDescriptor *rtRp = nullptr; |
| QRhiTexture *shadowMap = nullptr; |
| QRhiShaderResourceBindings *shadowSrb = nullptr; |
| QRhiGraphicsPipeline *shadowPs = nullptr; |
| } d; |
| |
| const int UBLOCK_SIZE = 64 * 3 + 4; |
| const int SHADOW_UBLOCK_SIZE = 64 * 1; |
| const int UBUF_SLOTS = 4; // 2 objects * 2 passes with different cameras |
| |
| void Window::customInit() |
| { |
| if (!m_r->isTextureFormatSupported(QRhiTexture::D32F)) |
| qFatal("Depth texture is not supported"); |
| |
| d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(cube)); |
| d.vbuf->build(); |
| d.releasePool << d.vbuf; |
| |
| d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); |
| d.ibuf->build(); |
| d.releasePool << d.ibuf; |
| |
| const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE); |
| d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SLOTS * oneRoundedUniformBlockSize); |
| d.ubuf->build(); |
| d.releasePool << d.ubuf; |
| |
| d.shadowMap = m_r->newTexture(QRhiTexture::D32F, QSize(1024, 1024), 1, QRhiTexture::RenderTarget); |
| d.releasePool << d.shadowMap; |
| d.shadowMap->build(); |
| |
| d.shadowSampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, |
| QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); |
| d.releasePool << d.shadowSampler; |
| d.shadowSampler->setTextureCompareOp(QRhiSampler::Less); |
| d.shadowSampler->build(); |
| |
| d.srb = m_r->newShaderResourceBindings(); |
| d.releasePool << d.srb; |
| const QRhiShaderResourceBinding::StageFlags stages = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; |
| d.srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, UBLOCK_SIZE), |
| QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.shadowMap, d.shadowSampler) }); |
| d.srb->build(); |
| |
| d.ps = m_r->newGraphicsPipeline(); |
| d.releasePool << d.ps; |
| d.ps->setShaderStages({ |
| { QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) }, |
| { QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) } |
| }); |
| d.ps->setDepthTest(true); |
| d.ps->setDepthWrite(true); |
| // fits both the quad and cube vertex data |
| 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.initialUpdates = m_r->nextResourceUpdateBatch(); |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData); |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(cube), cube); |
| d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData); |
| |
| QRhiTextureRenderTargetDescription rtDesc; |
| rtDesc.setDepthTexture(d.shadowMap); |
| d.rt = m_r->newTextureRenderTarget(rtDesc); |
| d.releasePool << d.rt; |
| d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); |
| d.releasePool << d.rtRp; |
| d.rt->setRenderPassDescriptor(d.rtRp); |
| d.rt->build(); |
| |
| d.shadowSrb = m_r->newShaderResourceBindings(); |
| d.releasePool << d.shadowSrb; |
| d.shadowSrb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, SHADOW_UBLOCK_SIZE) }); |
| d.shadowSrb->build(); |
| |
| d.shadowPs = m_r->newGraphicsPipeline(); |
| d.releasePool << d.shadowPs; |
| d.shadowPs->setShaderStages({ |
| { QRhiShaderStage::Vertex, getShader(QLatin1String(":/shadowmap.vert.qsb")) }, |
| { QRhiShaderStage::Fragment, getShader(QLatin1String(":/shadowmap.frag.qsb")) } |
| }); |
| d.shadowPs->setDepthTest(true); |
| d.shadowPs->setDepthWrite(true); |
| inputLayout.setBindings({ |
| { 3 * sizeof(float) } |
| }); |
| inputLayout.setAttributes({ |
| { 0, 0, QRhiVertexInputAttribute::Float3, 0 } |
| }); |
| d.shadowPs->setVertexInputLayout(inputLayout); |
| d.shadowPs->setShaderResourceBindings(d.shadowSrb); |
| d.shadowPs->setRenderPassDescriptor(d.rtRp); |
| d.shadowPs->build(); |
| } |
| |
| void Window::customRelease() |
| { |
| qDeleteAll(d.releasePool); |
| d.releasePool.clear(); |
| } |
| |
| static void enqueueScene(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb, int oneRoundedUniformBlockSize, int firstUbufSlot) |
| { |
| QRhiCommandBuffer::DynamicOffset ubufOffset(0, quint32(firstUbufSlot * oneRoundedUniformBlockSize)); |
| // draw the ground (the quad) |
| cb->setShaderResources(srb, 1, &ubufOffset); |
| QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); |
| cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); |
| cb->drawIndexed(6); |
| |
| // Draw the object (the cube). Both vertex and uniform data are in the same |
| // buffer, right after the quad's. |
| ubufOffset.second += oneRoundedUniformBlockSize; |
| cb->setShaderResources(srb, 1, &ubufOffset); |
| vbufBinding.second = sizeof(quadVertexData); |
| cb->setVertexInput(0, 1, &vbufBinding); |
| cb->draw(36); |
| } |
| |
| 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; |
| } |
| |
| const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE); |
| |
| QMatrix4x4 shadowBias; |
| // fill it in column-major order to keep our sanity (ctor would take row-major) |
| float *sbp = shadowBias.data(); |
| if (m_r->isClipDepthZeroToOne()) { |
| // convert x, y [-1, 1] -> [0, 1] |
| *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f; |
| *sbp++ = 0.0f; *sbp++ = m_r->isYUpInNDC() ? -0.5f : 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; |
| *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 1.0f; *sbp++ = 0.0f; |
| *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 1.0f; |
| } else { |
| // convert x, y, z [-1, 1] -> [0, 1] |
| *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f; |
| *sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; |
| *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f; |
| *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 1.0f; |
| } |
| |
| const QVector3D lightPos(5, 10, 10); |
| QMatrix4x4 lightViewProj = m_r->clipSpaceCorrMatrix(); |
| lightViewProj.perspective(45.0f, 1, 0.1f, 100.0f); |
| lightViewProj.lookAt(lightPos, QVector3D(0, 0, 0), QVector3D(0, 1, 0)); |
| |
| // uniform data for the ground |
| if (d.winProj != m_proj) { |
| d.winProj = m_proj; |
| |
| QMatrix4x4 m; |
| m.scale(4.0f); |
| m.rotate(-60, 1, 0, 0); |
| |
| // for the main pass |
| const QMatrix4x4 mvp = m_proj * m; // m_proj is in fact projection * view |
| u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); |
| const QMatrix4x4 shadowMvp = lightViewProj * m; |
| u->updateDynamicBuffer(d.ubuf, 64, 64, shadowMvp.constData()); |
| u->updateDynamicBuffer(d.ubuf, 128, 64, shadowBias.constData()); |
| qint32 useShadows = 1; |
| u->updateDynamicBuffer(d.ubuf, 192, 4, &useShadows); |
| |
| // for the shadow pass |
| u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize, 64, shadowMvp.constData()); |
| } |
| |
| // uniform data for the rotating cube |
| QMatrix4x4 m; |
| m.translate(0, 0.5f, 2); |
| m.scale(0.2f); |
| m.rotate(d.cubeRot, 0, 1, 0); |
| m.rotate(45, 1, 0, 0); |
| d.cubeRot += 1; |
| |
| // for the main pass |
| const QMatrix4x4 mvp = m_proj * m; |
| u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize, 64, mvp.constData()); |
| const QMatrix4x4 shadowMvp = lightViewProj * m; |
| u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 64, 64, shadowMvp.constData()); |
| u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 128, 64, shadowBias.constData()); |
| qint32 useShadows = 0; |
| u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 192, 4, &useShadows); |
| |
| // for the shadow pass |
| u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize, 64, shadowMvp.constData()); |
| |
| cb->resourceUpdate(u); |
| |
| // shadow pass |
| const QSize shadowMapSize = d.shadowMap->pixelSize(); |
| cb->beginPass(d.rt, QColor(), { 1.0f, 0 }); |
| cb->setGraphicsPipeline(d.shadowPs); |
| cb->setViewport({ 0, 0, float(shadowMapSize.width()), float(shadowMapSize.height()) }); |
| enqueueScene(cb, d.shadowSrb, oneRoundedUniformBlockSize, 2); |
| cb->endPass(); |
| |
| // main pass |
| cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); |
| cb->setGraphicsPipeline(d.ps); |
| cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); |
| enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 0); |
| cb->endPass(); |
| } |