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-rw-r--r--tests/manual/rhi/displacement/displacement.cpp199
1 files changed, 199 insertions, 0 deletions
diff --git a/tests/manual/rhi/displacement/displacement.cpp b/tests/manual/rhi/displacement/displacement.cpp
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index 0000000000..680ffa0628
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+++ 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();
+}