1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
|
/****************************************************************************
**
** 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. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. 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]
}
}
}
|