diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2023-01-24 16:08:56 +0100 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2023-02-14 17:48:09 +0100 |
commit | 870a3011edabd229840b45981afba7647ff05e87 (patch) | |
tree | b2f718402d4a715d795dfe13c0e6ea9966313c86 | |
parent | 5476973325288e399f99af004e53184e41892282 (diff) |
rhi: Add a displacement / tessellation manual test
There is something odd when running on Metal: note how the uv
is vec3 instead of vec2, in order to make the vertex-tesc-tese
data to look like this:
struct main0_out
{
float3 out_uv;
float3 out_normal;
float4 gl_Position;
};
if out_uv was float2 we'd get some strange rendering results,
perhaps due to something related to alignment. But have no means
to investigate this further.
Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
17 files changed, 505 insertions, 0 deletions
diff --git a/tests/manual/rhi/CMakeLists.txt b/tests/manual/rhi/CMakeLists.txt index 189183ab2e..1cf20d4e52 100644 --- a/tests/manual/rhi/CMakeLists.txt +++ b/tests/manual/rhi/CMakeLists.txt @@ -32,6 +32,7 @@ add_subdirectory(geometryshader) add_subdirectory(stenciloutline) add_subdirectory(stereo) add_subdirectory(tex1d) +add_subdirectory(displacement) if(QT_FEATURE_widgets) add_subdirectory(rhiwidget) endif() diff --git a/tests/manual/rhi/displacement/CMakeLists.txt b/tests/manual/rhi/displacement/CMakeLists.txt new file mode 100644 index 0000000000..fbb663ae53 --- /dev/null +++ b/tests/manual/rhi/displacement/CMakeLists.txt @@ -0,0 +1,22 @@ +# Copyright (C) 2022 The Qt Company Ltd. +# SPDX-License-Identifier: BSD-3-Clause + +qt_internal_add_manual_test(displacement + GUI + SOURCES + displacement.cpp + LIBRARIES + Qt::Gui + Qt::GuiPrivate +) + +qt_internal_add_resource(displacement "displacement" + PREFIX + "/" + FILES + "material.vert.qsb" + "material.tesc.qsb" + "material.tese.qsb" + "material.frag.qsb" + "heightmap.png" +) diff --git a/tests/manual/rhi/displacement/buildshaders b/tests/manual/rhi/displacement/buildshaders new file mode 100755 index 0000000000..684a06d011 --- /dev/null +++ b/tests/manual/rhi/displacement/buildshaders @@ -0,0 +1,6 @@ +qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb +qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb +qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb +qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb +qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb +qsb -r hlsl,50,material_domain.hlsl material.tese.qsb diff --git a/tests/manual/rhi/displacement/buildshaders.bat b/tests/manual/rhi/displacement/buildshaders.bat new file mode 100644 index 0000000000..552277491d --- /dev/null +++ b/tests/manual/rhi/displacement/buildshaders.bat @@ -0,0 +1,8 @@ +qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb +qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb + +qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb +qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb + +qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb +qsb -r hlsl,50,material_domain.hlsl material.tese.qsb diff --git a/tests/manual/rhi/displacement/displacement.cpp b/tests/manual/rhi/displacement/displacement.cpp new file mode 100644 index 0000000000..f34435928f --- /dev/null +++ b/tests/manual/rhi/displacement/displacement.cpp @@ -0,0 +1,222 @@ +// Copyright (C) 2023 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause + +#define EXAMPLEFW_KEYPRESS_EVENTS +#include "../shared/examplefw.h" +#include "../shared/cube.h" + +// Another tessellation test. Use the keys (info printed on debug output) to +// change the tessellation and displacement factors. Compatible with Direct 3D +// via hand-written hull and domain shaders, but this already pushes the limits +// of what is sensible when it comes to injecting hand-written HLSL code to get +// tessellation functional (cbuffer layout, resource registers all need to be +// figured out manually and works only as long as the GLSL source is not +// changing, etc.). Note that the domain shader must use SampleLevel +// (textureLod), it won't compile for ds_5_0 otherwise. + +static const quint32 UBUF_SIZE = 80; + +struct { + QList<QRhiResource *> releasePool; + + QRhiBuffer *vbuf; + QRhiBuffer *ubuf; + QRhiTexture *tex; + QRhiSampler *sampler; + QRhiShaderResourceBindings *srb; + QRhiGraphicsPipeline *psWire; + QRhiGraphicsPipeline *psSolid; + bool rotate = true; + float rotation = 0.0f; + float viewZ = 0.0f; + float displacementAmount = 0.0f; + float tessInner = 4; + float tessOuter = 4; + bool useTex = false; + bool wireframe = true; + + QRhiResourceUpdateBatch *initialUpdates = nullptr; +} d; + +void Window::customInit() +{ + if (!m_r->isFeatureSupported(QRhi::Tessellation)) + qFatal("Tessellation is not supported"); + + qDebug("Left: decrease inner tessellation factor (default is 4)\n" + "Right: increase inner tessellation factor\n" + "Up: decrease outer tessellation factor (default is 4)\n" + "Down: increase outer tessellation factor\n" + "W: move camera forward\n" + "S: move camera backwards\n" + "[: decrease displacement amount (default is 0)\n" + "]: increase displacement amount\n" + "Tab: toggle displacement texture usage (off by default)\n" + "Backspace: toggle wireframe (on by default)\n" + ); + + d.initialUpdates = m_r->nextResourceUpdateBatch(); + + d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); + d.vbuf->create(); + d.releasePool << d.vbuf; + + d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); + + d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(UBUF_SIZE)); + d.ubuf->create(); + d.releasePool << d.ubuf; + + QImage image; + image.load(":/heightmap.png"); + if (image.isNull()) + qFatal("Failed to load displacement map"); + + d.tex = m_r->newTexture(QRhiTexture::RGBA8, image.size()); + d.tex->create(); + d.releasePool << d.tex; + + d.initialUpdates->uploadTexture(d.tex, image); + + d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, + QRhiSampler::Repeat, QRhiSampler::Repeat); + d.releasePool << d.sampler; + d.sampler->create(); + + d.srb = m_r->newShaderResourceBindings(); + d.releasePool << d.srb; + d.srb->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, + QRhiShaderResourceBinding::TessellationControlStage + | QRhiShaderResourceBinding::TessellationEvaluationStage, + d.ubuf), + QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::TessellationEvaluationStage, d.tex, d.sampler) + }); + d.srb->create(); + + QRhiVertexInputLayout inputLayout; + inputLayout.setBindings({ + { 3 * sizeof(float) }, + { 2 * sizeof(float) }, + { 3 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, + { 1, 1, QRhiVertexInputAttribute::Float2, 0 }, + { 2, 2, QRhiVertexInputAttribute::Float3, 0 } + }); + + const QRhiShaderStage stages[] = { + { QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) }, + { QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/material.tesc.qsb")) }, + { QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/material.tese.qsb")) }, + { QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) } + }; + + d.psWire = m_r->newGraphicsPipeline(); + d.releasePool << d.psWire; + d.psWire->setTopology(QRhiGraphicsPipeline::Patches); + d.psWire->setPatchControlPointCount(3); + d.psWire->setShaderStages(stages, stages + 4); + d.psWire->setDepthTest(true); + d.psWire->setDepthWrite(true); + d.psWire->setCullMode(QRhiGraphicsPipeline::Back); + d.psWire->setPolygonMode(QRhiGraphicsPipeline::Line); + d.psWire->setVertexInputLayout(inputLayout); + d.psWire->setShaderResourceBindings(d.srb); + d.psWire->setRenderPassDescriptor(m_rp); + d.psWire->create(); + + d.psSolid = m_r->newGraphicsPipeline(); + d.releasePool << d.psSolid; + d.psSolid->setTopology(QRhiGraphicsPipeline::Patches); + d.psSolid->setPatchControlPointCount(3); + d.psSolid->setShaderStages(stages, stages + 4); + d.psSolid->setDepthTest(true); + d.psSolid->setDepthWrite(true); + d.psSolid->setCullMode(QRhiGraphicsPipeline::Back); + d.psSolid->setVertexInputLayout(inputLayout); + d.psSolid->setShaderResourceBindings(d.srb); + d.psSolid->setRenderPassDescriptor(m_rp); + d.psSolid->create(); +} + +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 = nullptr; + if (d.initialUpdates) { + u = d.initialUpdates; + d.initialUpdates = nullptr; + } + + char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); + QMatrix4x4 mvp = m_proj; + mvp.translate(0, 0, d.viewZ); + mvp.rotate(d.rotation, 1, 1, 0); + mvp.scale(0.5f); + + memcpy(p, mvp.constData(), 64); + memcpy(p + 64, &d.displacementAmount, sizeof(float)); + memcpy(p + 68, &d.tessInner, sizeof(float)); + memcpy(p + 72, &d.tessOuter, sizeof(float)); + qint32 useTex = d.useTex ? 1 : 0; + memcpy(p + 76, &useTex, sizeof(qint32)); + + d.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); + + const QRhiCommandBuffer::VertexInput vbufBinding[] = { + { d.vbuf, 0 }, + { d.vbuf, quint32(36 * 3 * sizeof(float)) }, + { d.vbuf, quint32(36 * (3 + 2) * sizeof(float)) } + }; + + cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute); + + cb->setGraphicsPipeline(d.wireframe ? d.psWire : d.psSolid); + cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); + cb->setShaderResources(d.srb); + cb->setVertexInput(0, 3, vbufBinding); + cb->draw(36); + + cb->endPass(); + + if (d.rotate) + d.rotation += 1; +} + +void Window::keyPressEvent(QKeyEvent *e) +{ + if (e->key() == Qt::Key_Right) + d.tessInner += 1.0f; + else if (e->key() == Qt::Key_Left) + d.tessInner -= 1.0f; + else if (e->key() == Qt::Key_Down) + d.tessOuter += 1.0f; + else if (e->key() == Qt::Key_Up) + d.tessOuter -= 1.0f; + else if (e->key() == Qt::Key_W) + d.viewZ += 0.1f; + else if (e->key() == Qt::Key_S) + d.viewZ -= 0.1f; + else if (e->key() == Qt::Key_Space) + d.rotate = !d.rotate; + else if (e->key() == Qt::Key_BracketLeft) + d.displacementAmount -= 0.1f; + else if (e->key() == Qt::Key_BracketRight) + d.displacementAmount += 0.1f; + else if (e->key() == Qt::Key_Tab) + d.useTex = !d.useTex; + else if (e->key() == Qt::Key_Backspace) + d.wireframe = !d.wireframe; + + qDebug("Inner: %f Outer: %f Displacement amount: %f Use displacement map: %d", + d.tessInner, d.tessOuter, d.displacementAmount, d.useTex); +} diff --git a/tests/manual/rhi/displacement/heightmap.png b/tests/manual/rhi/displacement/heightmap.png Binary files differnew file mode 100644 index 0000000000..701bf7f7b1 --- /dev/null +++ b/tests/manual/rhi/displacement/heightmap.png diff --git a/tests/manual/rhi/displacement/material.frag b/tests/manual/rhi/displacement/material.frag new file mode 100644 index 0000000000..67c19e3c69 --- /dev/null +++ b/tests/manual/rhi/displacement/material.frag @@ -0,0 +1,10 @@ +#version 440 + +layout(location = 0) out vec4 fragColor; + +layout(location = 1) in vec3 in_normal; + +void main() +{ + fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0); +} diff --git a/tests/manual/rhi/displacement/material.frag.qsb b/tests/manual/rhi/displacement/material.frag.qsb Binary files differnew file mode 100644 index 0000000000..8cce853beb --- /dev/null +++ b/tests/manual/rhi/displacement/material.frag.qsb diff --git a/tests/manual/rhi/displacement/material.tesc b/tests/manual/rhi/displacement/material.tesc new file mode 100644 index 0000000000..eb997625b0 --- /dev/null +++ b/tests/manual/rhi/displacement/material.tesc @@ -0,0 +1,32 @@ +#version 440 + +layout(vertices = 3) out; + +layout(location = 0) in vec3 in_uv[]; +layout(location = 1) in vec3 in_normal[]; + +layout(location = 0) out vec3 out_uv[]; +layout(location = 1) out vec3 out_normal[]; + +layout(std140, binding = 0) uniform buf { + mat4 mvp; + float displacementAmount; + float tessInner; + float tessOuter; + int useTex; +}; + +void main() +{ + if (gl_InvocationID == 0) { + gl_TessLevelOuter[0] = tessOuter; + gl_TessLevelOuter[1] = tessOuter; + gl_TessLevelOuter[2] = tessOuter; + + gl_TessLevelInner[0] = tessInner; + } + + gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; + out_uv[gl_InvocationID] = in_uv[gl_InvocationID]; + out_normal[gl_InvocationID] = in_normal[gl_InvocationID]; +} diff --git a/tests/manual/rhi/displacement/material.tesc.qsb b/tests/manual/rhi/displacement/material.tesc.qsb Binary files differnew file mode 100644 index 0000000000..efa0df6c34 --- /dev/null +++ b/tests/manual/rhi/displacement/material.tesc.qsb diff --git a/tests/manual/rhi/displacement/material.tese b/tests/manual/rhi/displacement/material.tese new file mode 100644 index 0000000000..a43f275351 --- /dev/null +++ b/tests/manual/rhi/displacement/material.tese @@ -0,0 +1,37 @@ +#version 440 + +layout(triangles, fractional_odd_spacing, ccw) in; + +layout(location = 0) in vec3 in_uv[]; +layout(location = 1) in vec3 in_normal[]; + +//layout(location = 0) out vec2 out_uv; +layout(location = 1) out vec3 out_normal; + +layout(std140, binding = 0) uniform buf { + mat4 mvp; + float displacementAmount; + float tessInner; + float tessOuter; + int useTex; +}; + +layout(binding = 1) uniform sampler2D displacementMap; + +void main() +{ + vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); + vec2 uv = gl_TessCoord.x * in_uv[0].xy + gl_TessCoord.y * in_uv[1].xy; + vec3 normal = normalize(gl_TessCoord.x * in_normal[0] + gl_TessCoord.y * in_normal[1] + gl_TessCoord.z * in_normal[2]); + + vec4 c = texture(displacementMap, uv); + const vec3 yCoeff_709 = vec3(0.2126, 0.7152, 0.0722); + float df = dot(c.rgb, yCoeff_709); + if (useTex == 0) + df = 1.0; + vec3 displacedPos = pos.xyz + normal * df * displacementAmount; + gl_Position = mvp * vec4(displacedPos, 1.0); + +// out_uv = uv; + out_normal = normal; +} diff --git a/tests/manual/rhi/displacement/material.tese.qsb b/tests/manual/rhi/displacement/material.tese.qsb Binary files differnew file mode 100644 index 0000000000..8e4f6036c8 --- /dev/null +++ b/tests/manual/rhi/displacement/material.tese.qsb diff --git a/tests/manual/rhi/displacement/material.vert b/tests/manual/rhi/displacement/material.vert new file mode 100644 index 0000000000..40a22ae778 --- /dev/null +++ b/tests/manual/rhi/displacement/material.vert @@ -0,0 +1,15 @@ +#version 440 + +layout(location = 0) in vec3 position; +layout(location = 1) in vec2 uv; +layout(location = 2) in vec3 normal; + +layout(location = 0) out vec3 out_uv; +layout(location = 1) out vec3 out_normal; + +void main() +{ + gl_Position = vec4(position, 1.0); + out_uv = vec3(uv, 0.0); + out_normal = normal; +} diff --git a/tests/manual/rhi/displacement/material.vert.qsb b/tests/manual/rhi/displacement/material.vert.qsb Binary files differnew file mode 100644 index 0000000000..dc6a2d2a6e --- /dev/null +++ b/tests/manual/rhi/displacement/material.vert.qsb diff --git a/tests/manual/rhi/displacement/material_domain.hlsl b/tests/manual/rhi/displacement/material_domain.hlsl new file mode 100644 index 0000000000..268ce0c65f --- /dev/null +++ b/tests/manual/rhi/displacement/material_domain.hlsl @@ -0,0 +1,54 @@ +struct Input +{ + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; +}; + +struct PatchInput +{ + float3 position : POSITION; + float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; +}; + +struct PixelInput +{ + //float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; + float4 position : SV_POSITION; +}; + +cbuffer buf : register(b0) +{ + row_major float4x4 mvp : packoffset(c0); + float displacementAmount : packoffset(c4); + float tessInner : packoffset(c4.y); + float tessOuter : packoffset(c4.z); + int useTex : packoffset(c4.w); +}; + +Texture2D<float4> tex : register(t1); +SamplerState texsampler : register(s1); + +[domain("tri")] +PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch) +{ + PixelInput output; + + float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; + float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv; + float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal); + + float4 c = tex.SampleLevel(texsampler, uv, 0.0); + const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722); + float df = dot(c.rgb, yCoeff_709); + if (useTex == 0) + df = 1.0; + float3 displacedPos = pos + normal * df * displacementAmount; + + output.position = mul(float4(displacedPos, 1.0), mvp); + //output.uv = uv; + output.normal = normal; + + return output; +} diff --git a/tests/manual/rhi/displacement/material_hull.hlsl b/tests/manual/rhi/displacement/material_hull.hlsl new file mode 100644 index 0000000000..03b476f64f --- /dev/null +++ b/tests/manual/rhi/displacement/material_hull.hlsl @@ -0,0 +1,52 @@ +struct Input +{ + float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; + float4 position : SV_Position; +}; + +struct Output +{ + float3 position : POSITION; + float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; +}; + +struct ConstantData +{ + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; +}; + +cbuffer buf : register(b0) +{ + row_major float4x4 mvp : packoffset(c0); + float displacementAmount : packoffset(c4); + float tessInner : packoffset(c4.y); + float tessOuter : packoffset(c4.z); + int useTex : packoffset(c4.w); +}; + +ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID ) +{ + ConstantData d; + d.edges[0] = tessOuter; + d.edges[1] = tessOuter; + d.edges[2] = tessOuter; + d.inside = tessInner; + return d; +} + +[domain("tri")] +[partitioning("integer")] +[outputtopology("triangle_cw")] +[outputcontrolpoints(3)] +[patchconstantfunc("patchConstFunc")] +Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) +{ + Output output; + output.position = patch[pointId].position; + output.uv = patch[pointId].uv; + output.normal = patch[pointId].normal; + return output; +} diff --git a/tests/manual/rhi/shared/cube.h b/tests/manual/rhi/shared/cube.h index 252e80c56c..e3ee11b66c 100644 --- a/tests/manual/rhi/shared/cube.h +++ b/tests/manual/rhi/shared/cube.h @@ -25,6 +25,8 @@ * Author: Bill Hollings <bill.hollings@brenwill.com> */ +// Normals added by Qt. + #ifndef CUBE_H #define CUBE_H @@ -72,6 +74,7 @@ static const float cube[] = { 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + // UVs 0.0f, 1.0f, // -X side 1.0f, 1.0f, 1.0f, 0.0f, @@ -113,6 +116,49 @@ static const float cube[] = { 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + // normals + -1.0, 0.0, 0.0, // -X side + -1.0, 0.0, 0.0, + -1.0, 0.0, 0.0, + -1.0, 0.0, 0.0, + -1.0, 0.0, 0.0, + -1.0, 0.0, 0.0, + + 0.0, 0.0, -1.0, // -Z side + 0.0, 0.0, -1.0, + 0.0, 0.0, -1.0, + 0.0, 0.0, -1.0, + 0.0, 0.0, -1.0, + 0.0, 0.0, -1.0, + + 0.0, -1.0, 0.0, // -Y side + 0.0, -1.0, 0.0, + 0.0, -1.0, 0.0, + 0.0, -1.0, 0.0, + 0.0, -1.0, 0.0, + 0.0, -1.0, 0.0, + + 0.0, 1.0, 0.0, // +Y side + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 1.0, 0.0, + + 1.0, 0.0, 0.0, // +X side + 1.0, 0.0, 0.0, + 1.0, 0.0, 0.0, + 1.0, 0.0, 0.0, + 1.0, 0.0, 0.0, + 1.0, 0.0, 0.0, + + 0.0, 0.0, 1.0, // +Z side + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0 }; // clang-format on |