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Diffstat (limited to 'tests/manual/rhi/displacement/displacement.cpp')
-rw-r--r-- | tests/manual/rhi/displacement/displacement.cpp | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/tests/manual/rhi/displacement/displacement.cpp b/tests/manual/rhi/displacement/displacement.cpp new file mode 100644 index 0000000000..680ffa0628 --- /dev/null +++ b/tests/manual/rhi/displacement/displacement.cpp @@ -0,0 +1,199 @@ +// Copyright (C) 2023 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#define EXAMPLEFW_IMGUI +#include "../shared/examplefw.h" +#include "../shared/cube.h" + +// Another tessellation test. 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; + int tessInner = 4; + int 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"); + + 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)); + float tessInnerFloat = d.tessInner; + memcpy(p + 68, &tessInnerFloat, sizeof(float)); + float tessOuterFloat = d.tessOuter; + memcpy(p + 72, &tessOuterFloat, 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); + + m_imguiRenderer->render(); + + cb->endPass(); + + if (d.rotate) + d.rotation += 1; +} + +void Window::customGui() +{ + ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(500, 250), ImGuiCond_FirstUseEver); + ImGui::Begin("Test"); + ImGui::SliderInt("Inner", &d.tessInner, 0, 20); + ImGui::SliderInt("Outer", &d.tessOuter, 0, 20); + ImGui::SliderFloat("Displacement", &d.displacementAmount, 0.0f, 4.0f); + ImGui::Checkbox("Use displacement texture", &d.useTex); + ImGui::SliderFloat("Z", &d.viewZ, -16.0f, 4.0f); + ImGui::Checkbox("Rotate", &d.rotate); + ImGui::Checkbox("Wireframe", &d.wireframe); + ImGui::End(); +} |