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diff --git a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the examples 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// This is a test for scissoring. Based on the cubemap test (because there the
+// rendering covers the entire viewport which is what we need here). The
+// scissor rectangle moves first up, then down, then from the center to the
+// left and then to right. The important part is to ensure that the behavior
+// identical between all backends, especially when the rectangle is partly or
+// fully off window.
+
+#include "../shared/examplefw.h"
+#include "../shared/cube.h"
+
+struct {
+ QVector<QRhiResource *> releasePool;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiTexture *tex = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+
+ QPoint scissorBottomLeft;
+ QSize scissorSize;
+ int scissorAnimState = 0;
+ QSize outputSize;
+} d;
+
+void Window::customInit()
+{
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
+ d.vbuf->build();
+ d.releasePool << d.vbuf;
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
+ d.ubuf->build();
+ d.releasePool << d.ubuf;
+
+ const QSize cubeMapSize(512, 512);
+ d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap);
+ d.releasePool << d.tex;
+ d.tex->build();
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
+
+ QImage img = QImage(":/c.png").mirrored().convertToFormat(QImage::Format_RGBA8888);
+ // just use the same image for all faces for now
+ QRhiTextureSubresourceUploadDescription subresDesc(img);
+ QRhiTextureUploadDescription desc({
+ { 0, 0, subresDesc }, // +X
+ { 1, 0, subresDesc }, // -X
+ { 2, 0, subresDesc }, // +Y
+ { 3, 0, subresDesc }, // -Y
+ { 4, 0, subresDesc }, // +Z
+ { 5, 0, subresDesc } // -Z
+ });
+ d.initialUpdates->uploadTexture(d.tex, desc);
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::Repeat, QRhiSampler::Repeat);
+ d.releasePool << d.sampler;
+ d.sampler->build();
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ d.srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
+ });
+ d.srb->build();
+
+ d.ps = m_r->newGraphicsPipeline();
+ d.releasePool << d.ps;
+
+ d.ps->setFlags(QRhiGraphicsPipeline::UsesScissor);
+
+ d.ps->setDepthTest(true);
+ d.ps->setDepthWrite(true);
+ d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
+
+ d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
+ d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
+
+ QShader vs = getShader(QLatin1String(":/cubemap.vert.qsb"));
+ Q_ASSERT(vs.isValid());
+ QShader fs = getShader(QLatin1String(":/cubemap.frag.qsb"));
+ Q_ASSERT(fs.isValid());
+ d.ps->setShaderStages({
+ { QRhiShaderStage::Vertex, vs },
+ { QRhiShaderStage::Fragment, fs }
+ });
+
+ 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->build();
+
+ d.scissorAnimState = 0;
+}
+
+void Window::customRelease()
+{
+ qDeleteAll(d.releasePool);
+ d.releasePool.clear();
+}
+
+static void advanceScissor()
+{
+ switch (d.scissorAnimState) {
+ case 1: // up
+ d.scissorBottomLeft.setX(d.outputSize.width() / 4);
+ d.scissorBottomLeft.ry() += 1;
+ if (d.scissorBottomLeft.y() > d.outputSize.height() + 100)
+ d.scissorAnimState = 2;
+ break;
+ case 2: // down
+ d.scissorBottomLeft.ry() -= 1;
+ if (d.scissorBottomLeft.y() < -d.scissorSize.height() - 100)
+ d.scissorAnimState = 3;
+ break;
+ case 3: // left
+ d.scissorBottomLeft.setY(d.outputSize.height() / 4);
+ d.scissorBottomLeft.rx() += 1;
+ if (d.scissorBottomLeft.x() > d.outputSize.width() + 100)
+ d.scissorAnimState = 4;
+ break;
+ case 4: // right
+ d.scissorBottomLeft.rx() -= 1;
+ if (d.scissorBottomLeft.x() < -d.scissorSize.width() - 100)
+ d.scissorAnimState = 1;
+ break;
+ }
+
+ qDebug() << "scissor bottom-left" << d.scissorBottomLeft << "size" << d.scissorSize;
+}
+
+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;
+ }
+
+ d.outputSize = outputSizeInPixels;
+ if (d.scissorAnimState == 0) {
+ d.scissorBottomLeft = QPoint(outputSizeInPixels.width() / 4, 0);
+ d.scissorSize = QSize(outputSizeInPixels.width() / 2, outputSizeInPixels.height() / 2);
+ d.scissorAnimState = 1;
+ }
+
+ QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
+ mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
+ // cube vertices go from -1..1
+ mvp.scale(10);
+ static float rx = 0;
+ mvp.rotate(rx, 1, 0, 0);
+ rx += 0.5f;
+ // no translation
+ u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
+
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
+ cb->setGraphicsPipeline(d.ps);
+ cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
+
+ // Apply a scissor rectangle that moves around on the screen, also
+ // exercising the out of screen (negative x or y) case.
+ cb->setScissor(QRhiScissor(d.scissorBottomLeft.x(), d.scissorBottomLeft.y(),
+ d.scissorSize.width(), d.scissorSize.height()));
+
+ cb->setShaderResources();
+
+ const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(36);
+ cb->endPass();
+
+ advanceScissor();
+}