mirror of
https://github.com/crystalidea/qt6windows7.git
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258 lines
9.7 KiB
C++
258 lines
9.7 KiB
C++
// Copyright (C) 2018 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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// Depth texture / shadow sampler / shadow map example.
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// Not available on GLES 2.0.
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static float quadVertexData[] =
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{ // Y up, CCW, x-y-z
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-0.5f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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};
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static quint16 quadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiSampler *shadowSampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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float cubeRot = 0;
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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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QRhiTexture *shadowMap = nullptr;
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QRhiShaderResourceBindings *shadowSrb = nullptr;
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QRhiGraphicsPipeline *shadowPs = nullptr;
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} d;
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const int UBLOCK_SIZE = 64 * 3 + 4;
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const int SHADOW_UBLOCK_SIZE = 64 * 1;
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const int UBUF_SLOTS = 4; // 2 objects * 2 passes with different cameras
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void Window::customInit()
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{
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if (!m_r->isTextureFormatSupported(QRhiTexture::D32F))
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qFatal("Depth texture is not supported");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SLOTS * oneRoundedUniformBlockSize);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.shadowMap = m_r->newTexture(QRhiTexture::D32F, QSize(1024, 1024), 1, QRhiTexture::RenderTarget);
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d.releasePool << d.shadowMap;
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d.shadowMap->create();
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d.shadowSampler = m_r->newSampler(QRhiSampler::Nearest, QRhiSampler::Nearest, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.shadowSampler;
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d.shadowSampler->setTextureCompareOp(QRhiSampler::Less);
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d.shadowSampler->create();
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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const QRhiShaderResourceBinding::StageFlags stages = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
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d.srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, UBLOCK_SIZE),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.shadowMap, d.shadowSampler) });
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) }
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});
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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// fits both the quad and cube vertex data
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
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d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(cube), cube);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
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QRhiTextureRenderTargetDescription rtDesc;
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rtDesc.setDepthTexture(d.shadowMap);
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d.rt = m_r->newTextureRenderTarget(rtDesc);
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->create();
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d.shadowSrb = m_r->newShaderResourceBindings();
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d.releasePool << d.shadowSrb;
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d.shadowSrb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, SHADOW_UBLOCK_SIZE) });
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d.shadowSrb->create();
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d.shadowPs = m_r->newGraphicsPipeline();
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d.releasePool << d.shadowPs;
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d.shadowPs->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/shadowmap.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/shadowmap.frag.qsb")) }
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});
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d.shadowPs->setDepthTest(true);
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d.shadowPs->setDepthWrite(true);
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inputLayout.setBindings({
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{ 3 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }
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});
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d.shadowPs->setVertexInputLayout(inputLayout);
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d.shadowPs->setShaderResourceBindings(d.shadowSrb);
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d.shadowPs->setRenderPassDescriptor(d.rtRp);
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d.shadowPs->create();
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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static void enqueueScene(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb, int oneRoundedUniformBlockSize, int firstUbufSlot)
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{
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QRhiCommandBuffer::DynamicOffset ubufOffset(0, quint32(firstUbufSlot * oneRoundedUniformBlockSize));
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// draw the ground (the quad)
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cb->setShaderResources(srb, 1, &ubufOffset);
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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// Draw the object (the cube). Both vertex and uniform data are in the same
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// buffer, right after the quad's.
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ubufOffset.second += oneRoundedUniformBlockSize;
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cb->setShaderResources(srb, 1, &ubufOffset);
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vbufBinding.second = sizeof(quadVertexData);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(36);
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
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QMatrix4x4 shadowBias;
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// fill it in column-major order to keep our sanity (ctor would take row-major)
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float *sbp = shadowBias.data();
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if (m_r->isClipDepthZeroToOne()) {
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// convert x, y [-1, 1] -> [0, 1]
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*sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f;
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*sbp++ = 0.0f; *sbp++ = m_r->isYUpInNDC() ? -0.5f : 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f;
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*sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 1.0f; *sbp++ = 0.0f;
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*sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 1.0f;
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} else {
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// convert x, y, z [-1, 1] -> [0, 1]
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*sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f;
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*sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f;
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*sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f;
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*sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 1.0f;
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}
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const QVector3D lightPos(5, 10, 10);
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QMatrix4x4 lightViewProj = m_r->clipSpaceCorrMatrix();
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lightViewProj.perspective(45.0f, 1, 0.1f, 100.0f);
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lightViewProj.lookAt(lightPos, QVector3D(0, 0, 0), QVector3D(0, 1, 0));
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// uniform data for the ground
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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QMatrix4x4 m;
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m.scale(4.0f);
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m.rotate(-60, 1, 0, 0);
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// for the main pass
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const QMatrix4x4 mvp = m_proj * m; // m_proj is in fact projection * view
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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const QMatrix4x4 shadowMvp = lightViewProj * m;
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u->updateDynamicBuffer(d.ubuf, 64, 64, shadowMvp.constData());
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u->updateDynamicBuffer(d.ubuf, 128, 64, shadowBias.constData());
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qint32 useShadows = 1;
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u->updateDynamicBuffer(d.ubuf, 192, 4, &useShadows);
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// for the shadow pass
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u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize, 64, shadowMvp.constData());
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}
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// uniform data for the rotating cube
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QMatrix4x4 m;
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m.translate(0, 0.5f, 2);
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m.scale(0.2f);
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m.rotate(d.cubeRot, 0, 1, 0);
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m.rotate(45, 1, 0, 0);
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d.cubeRot += 1;
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// for the main pass
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const QMatrix4x4 mvp = m_proj * m;
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u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize, 64, mvp.constData());
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const QMatrix4x4 shadowMvp = lightViewProj * m;
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u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 64, 64, shadowMvp.constData());
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u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 128, 64, shadowBias.constData());
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qint32 useShadows = 0;
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u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 192, 4, &useShadows);
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// for the shadow pass
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u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize, 64, shadowMvp.constData());
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cb->resourceUpdate(u);
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// shadow pass
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const QSize shadowMapSize = d.shadowMap->pixelSize();
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cb->beginPass(d.rt, QColor(), { 1.0f, 0 });
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cb->setGraphicsPipeline(d.shadowPs);
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cb->setViewport({ 0, 0, float(shadowMapSize.width()), float(shadowMapSize.height()) });
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enqueueScene(cb, d.shadowSrb, oneRoundedUniformBlockSize, 2);
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cb->endPass();
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// main pass
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 0);
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cb->endPass();
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}
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