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diff --git a/tests/manual/rhi/shadowmap/shadowmap.cpp b/tests/manual/rhi/shadowmap/shadowmap.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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "../shared/examplefw.h"
+#include "../shared/cube.h"
+
+// Depth texture / shadow sampler / shadow map example.
+// Not available on GLES 2.0.
+
+static float quadVertexData[] =
+{ // Y up, CCW, x-y-z
+ -0.5f, 0.5f, 0.0f,
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f,
+ 0.5f, 0.5f, 0.0f,
+};
+
+static quint16 quadIndexData[] =
+{
+ 0, 1, 2, 0, 2, 3
+};
+
+struct {
+ QVector<QRhiResource *> releasePool;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiSampler *shadowSampler = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ QMatrix4x4 winProj;
+ float cubeRot = 0;
+
+ QRhiTextureRenderTarget *rt = nullptr;
+ QRhiRenderPassDescriptor *rtRp = nullptr;
+ QRhiTexture *shadowMap = nullptr;
+ QRhiShaderResourceBindings *shadowSrb = nullptr;
+ QRhiGraphicsPipeline *shadowPs = nullptr;
+} d;
+
+const int UBLOCK_SIZE = 64 * 3 + 4;
+const int SHADOW_UBLOCK_SIZE = 64 * 1;
+const int UBUF_SLOTS = 4; // 2 objects * 2 passes with different cameras
+
+void Window::customInit()
+{
+ if (!m_r->isTextureFormatSupported(QRhiTexture::D32F))
+ qFatal("Depth texture is not supported");
+
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(cube));
+ d.vbuf->build();
+ d.releasePool << d.vbuf;
+
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
+ d.ibuf->build();
+ d.releasePool << d.ibuf;
+
+ const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SLOTS * oneRoundedUniformBlockSize);
+ d.ubuf->build();
+ d.releasePool << d.ubuf;
+
+ d.shadowMap = m_r->newTexture(QRhiTexture::D32F, QSize(1024, 1024), 1, QRhiTexture::RenderTarget);
+ d.releasePool << d.shadowMap;
+ d.shadowMap->build();
+
+ d.shadowSampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ d.releasePool << d.shadowSampler;
+ d.shadowSampler->setTextureCompareOp(QRhiSampler::Less);
+ d.shadowSampler->build();
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ const QRhiShaderResourceBinding::StageFlags stages = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
+ d.srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, UBLOCK_SIZE),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.shadowMap, d.shadowSampler) });
+ d.srb->build();
+
+ d.ps = m_r->newGraphicsPipeline();
+ d.releasePool << d.ps;
+ d.ps->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) }
+ });
+ d.ps->setDepthTest(true);
+ d.ps->setDepthWrite(true);
+ // fits both the quad and cube vertex data
+ 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.initialUpdates = m_r->nextResourceUpdateBatch();
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(cube), cube);
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
+
+ QRhiTextureRenderTargetDescription rtDesc;
+ rtDesc.setDepthTexture(d.shadowMap);
+ d.rt = m_r->newTextureRenderTarget(rtDesc);
+ d.releasePool << d.rt;
+ d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
+ d.releasePool << d.rtRp;
+ d.rt->setRenderPassDescriptor(d.rtRp);
+ d.rt->build();
+
+ d.shadowSrb = m_r->newShaderResourceBindings();
+ d.releasePool << d.shadowSrb;
+ d.shadowSrb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, SHADOW_UBLOCK_SIZE) });
+ d.shadowSrb->build();
+
+ d.shadowPs = m_r->newGraphicsPipeline();
+ d.releasePool << d.shadowPs;
+ d.shadowPs->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/shadowmap.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/shadowmap.frag.qsb")) }
+ });
+ d.shadowPs->setDepthTest(true);
+ d.shadowPs->setDepthWrite(true);
+ inputLayout.setBindings({
+ { 3 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }
+ });
+ d.shadowPs->setVertexInputLayout(inputLayout);
+ d.shadowPs->setShaderResourceBindings(d.shadowSrb);
+ d.shadowPs->setRenderPassDescriptor(d.rtRp);
+ d.shadowPs->build();
+}
+
+void Window::customRelease()
+{
+ qDeleteAll(d.releasePool);
+ d.releasePool.clear();
+}
+
+static void enqueueScene(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb, int oneRoundedUniformBlockSize, int firstUbufSlot)
+{
+ QRhiCommandBuffer::DynamicOffset ubufOffset(0, quint32(firstUbufSlot * oneRoundedUniformBlockSize));
+ // draw the ground (the quad)
+ cb->setShaderResources(srb, 1, &ubufOffset);
+ QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
+ cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ cb->drawIndexed(6);
+
+ // Draw the object (the cube). Both vertex and uniform data are in the same
+ // buffer, right after the quad's.
+ ubufOffset.second += oneRoundedUniformBlockSize;
+ cb->setShaderResources(srb, 1, &ubufOffset);
+ vbufBinding.second = sizeof(quadVertexData);
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(36);
+}
+
+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;
+ }
+
+ const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
+
+ QMatrix4x4 shadowBias;
+ // fill it in column-major order to keep our sanity (ctor would take row-major)
+ float *sbp = shadowBias.data();
+ if (m_r->isClipDepthZeroToOne()) {
+ // convert x, y [-1, 1] -> [0, 1]
+ *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f;
+ *sbp++ = 0.0f; *sbp++ = m_r->isYUpInNDC() ? -0.5f : 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f;
+ *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 1.0f; *sbp++ = 0.0f;
+ *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 1.0f;
+ } else {
+ // convert x, y, z [-1, 1] -> [0, 1]
+ *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.0f;
+ *sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f; *sbp++ = 0.0f;
+ *sbp++ = 0.0f; *sbp++ = 0.0f; *sbp++ = 0.5f; *sbp++ = 0.0f;
+ *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 0.5f; *sbp++ = 1.0f;
+ }
+
+ const QVector3D lightPos(5, 10, 10);
+ QMatrix4x4 lightViewProj = m_r->clipSpaceCorrMatrix();
+ lightViewProj.perspective(45.0f, 1, 0.1f, 100.0f);
+ lightViewProj.lookAt(lightPos, QVector3D(0, 0, 0), QVector3D(0, 1, 0));
+
+ // uniform data for the ground
+ if (d.winProj != m_proj) {
+ d.winProj = m_proj;
+
+ QMatrix4x4 m;
+ m.scale(4.0f);
+ m.rotate(-60, 1, 0, 0);
+
+ // for the main pass
+ const QMatrix4x4 mvp = m_proj * m; // m_proj is in fact projection * view
+ u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
+ const QMatrix4x4 shadowMvp = lightViewProj * m;
+ u->updateDynamicBuffer(d.ubuf, 64, 64, shadowMvp.constData());
+ u->updateDynamicBuffer(d.ubuf, 128, 64, shadowBias.constData());
+ qint32 useShadows = 1;
+ u->updateDynamicBuffer(d.ubuf, 192, 4, &useShadows);
+
+ // for the shadow pass
+ u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize, 64, shadowMvp.constData());
+ }
+
+ // uniform data for the rotating cube
+ QMatrix4x4 m;
+ m.translate(0, 0.5f, 2);
+ m.scale(0.2f);
+ m.rotate(d.cubeRot, 0, 1, 0);
+ m.rotate(45, 1, 0, 0);
+ d.cubeRot += 1;
+
+ // for the main pass
+ const QMatrix4x4 mvp = m_proj * m;
+ u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize, 64, mvp.constData());
+ const QMatrix4x4 shadowMvp = lightViewProj * m;
+ u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 64, 64, shadowMvp.constData());
+ u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 128, 64, shadowBias.constData());
+ qint32 useShadows = 0;
+ u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 192, 4, &useShadows);
+
+ // for the shadow pass
+ u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize, 64, shadowMvp.constData());
+
+ cb->resourceUpdate(u);
+
+ // shadow pass
+ const QSize shadowMapSize = d.shadowMap->pixelSize();
+ cb->beginPass(d.rt, QColor(), { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.shadowPs);
+ cb->setViewport({ 0, 0, float(shadowMapSize.width()), float(shadowMapSize.height()) });
+ enqueueScene(cb, d.shadowSrb, oneRoundedUniformBlockSize, 2);
+ cb->endPass();
+
+ // main pass
+ cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.ps);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 0);
+ cb->endPass();
+}