mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-30 07:46:51 +08:00
258 lines
9.7 KiB
C++
258 lines
9.7 KiB
C++
|
// Copyright (C) 2018 The Qt Company Ltd.
|
||
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||
|
|
||
|
#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 {
|
||
|
QList<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->create();
|
||
|
d.releasePool << d.vbuf;
|
||
|
|
||
|
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
|
||
|
d.ibuf->create();
|
||
|
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->create();
|
||
|
d.releasePool << d.ubuf;
|
||
|
|
||
|
d.shadowMap = m_r->newTexture(QRhiTexture::D32F, QSize(1024, 1024), 1, QRhiTexture::RenderTarget);
|
||
|
d.releasePool << d.shadowMap;
|
||
|
d.shadowMap->create();
|
||
|
|
||
|
d.shadowSampler = m_r->newSampler(QRhiSampler::Nearest, QRhiSampler::Nearest, QRhiSampler::None,
|
||
|
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
|
||
|
d.releasePool << d.shadowSampler;
|
||
|
d.shadowSampler->setTextureCompareOp(QRhiSampler::Less);
|
||
|
d.shadowSampler->create();
|
||
|
|
||
|
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->create();
|
||
|
|
||
|
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->create();
|
||
|
|
||
|
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->create();
|
||
|
|
||
|
d.shadowSrb = m_r->newShaderResourceBindings();
|
||
|
d.releasePool << d.shadowSrb;
|
||
|
d.shadowSrb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, SHADOW_UBLOCK_SIZE) });
|
||
|
d.shadowSrb->create();
|
||
|
|
||
|
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->create();
|
||
|
}
|
||
|
|
||
|
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();
|
||
|
}
|