/**************************************************************************** ** ** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.14 import Qt3D.Render 2.14 import Qt3D.Input 2.0 import Qt3D.Extras 2.0 Entity { id: sceneRoot components: [ RenderSettings { id : external_forward_renderer activeFrameGraph : RenderSurfaceSelector { Viewport { // Launch Compute Shader Instances DispatchCompute { } // Draw Textures CameraSelector { camera: camera ClearBuffers { buffers: ClearBuffers.ColorDepthBuffer // Ensure we won't be reading from textures if Compute Shader instances aren't completed MemoryBarrier { waitFor: MemoryBarrier.ShaderImageAccess|MemoryBarrier.TextureFetch } } } } } }, // Event Source will be set by the Qt3DQuickWindow InputSettings { id: inputSettings } ] Camera { id: camera projectionType: CameraLens.PerspectiveProjection fieldOfView: 45 aspectRatio: 16/9 nearPlane : 0.1 farPlane : 1000.0 position: Qt.vector3d( 0.0, 0.0, 3.0 ) upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 ) } Texture2D { id: inputTexture width: 512 height: 512 format: Texture.RGBA8_UNorm generateMipMaps: false magnificationFilter: Texture.Linear minificationFilter: Texture.Linear wrapMode { x: WrapMode.ClampToEdge y: WrapMode.ClampToEdge } // Texture image which are referencing regular image extensions (jpg, png) // are loaded through a QImage based texture image generator which generates // RGBA8_UNorm based content TextureImage { source: "qrc:/image_512x512.jpg" mirrored: false } } Texture2D { id: outputTexture width: 512 height: 512 format: Texture.RGBA8_UNorm generateMipMaps: false magnificationFilter: Texture.Linear minificationFilter: Texture.Linear wrapMode { x: WrapMode.ClampToEdge y: WrapMode.ClampToEdge } } // Compute -> Generate Output Texture Content Entity { readonly property Material material: Material { parameters: [ Parameter { name: "inputImage" value: ShaderImage { texture: inputTexture layer: 0 // default layered: false // default mipLevel: 0 // default access: ShaderImage.ReadOnly // default is ReadWrite format: ShaderImage.Automatic // default } }, Parameter { name: "outputImage" value: ShaderImage { texture: outputTexture access: ShaderImage.WriteOnly // default is ReadWrite format: ShaderImage.RGBA8_UNorm } } ] effect: Effect { techniques: Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 4 minorVersion: 3 } renderPasses: RenderPass { shaderProgram: ShaderProgram { computeShaderCode: "#version 430 layout(local_size_x = 16, local_size_y = 16) in; layout(rgba8) readonly uniform image2D inputImage; layout(rgba8) writeonly uniform image2D outputImage; uniform float time; void main(void) { ivec2 imageCoords = ivec2(gl_GlobalInvocationID.xy); // Early return if we are past the image's bounds if (any(greaterThan(imageCoords, imageSize(inputImage)))) return; // Read from input image vec4 inputContent = imageLoad(inputImage, imageCoords); // Store inputContent into output Image imageStore(outputImage, imageCoords, inputContent * abs(sin(time))); }" } } } } } readonly property ComputeCommand command: ComputeCommand { readonly property int localWorkGroupSize: 16 workGroupX: Math.ceil(inputTexture.width / localWorkGroupSize) workGroupY: Math.ceil(inputTexture.height / localWorkGroupSize) } components: [command, material] } // Preview Texture Scene Entity { PlaneMesh { id: planeMesh } components: Transform { rotationX: 90 } Entity { id: inputTexturePreview readonly property Material material: TextureMaterial { texture: inputTexture } readonly property Transform transform: Transform { translation: Qt.vector3d(-1, 0, 0) } components: [planeMesh, material, transform] } Entity { id: outputTexturePreview readonly property Material material: TextureMaterial { texture: outputTexture } readonly property Transform transform: Transform { translation: Qt.vector3d(1, 0, 0) } components: [planeMesh, material, transform] } } }