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