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Diffstat (limited to 'tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp')
-rw-r--r-- | tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp | 241 |
1 files changed, 241 insertions, 0 deletions
diff --git a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp new file mode 100644 index 0000000000..25a7c64c8a --- /dev/null +++ b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp @@ -0,0 +1,241 @@ +/**************************************************************************** +** +** 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(); +} |