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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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // Demonstrates rendering to two cubemaps in two different ways: // - one by one, to each face, // - if the supported max number of color attachments is greater than 4: in // one go with all 6 faces attached as render targets. // // Finally, show what we got in a skybox-ish thing. Press the arrow keys to // switch between the two cubemaps. (the only difference should be their // background clear color) #define EXAMPLEFW_KEYPRESS_EVENTS #include "../shared/examplefw.h" #include "../shared/cube.h" // each face is 512x512 static const QSize cubemapSize(512, 512); // each cubemap face gets a 256x256 quad in the center static float halfQuadVertexData[] = { // Y up, CCW -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, }; static quint16 halfQuadIndexData[] = { 0, 1, 2, 0, 2, 3 }; struct { QVector releasePool; QRhiTexture *cubemap1 = nullptr; QRhiTexture *cubemap2 = nullptr; bool canDoMrt = false; QRhiBuffer *half_quad_vbuf = nullptr; QRhiBuffer *half_quad_ibuf = nullptr; QRhiBuffer *oneface_ubuf = nullptr; int ubufSizePerFace; QRhiTextureRenderTarget *oneface_rt[6]; QRhiRenderPassDescriptor *oneface_rp = nullptr; QRhiShaderResourceBindings *oneface_srb = nullptr; QRhiGraphicsPipeline *oneface_ps = nullptr; QRhiBuffer *mrt_ubuf = nullptr; QRhiTextureRenderTarget *mrt_rt = nullptr; QRhiRenderPassDescriptor *mrt_rp = nullptr; QRhiShaderResourceBindings *mrt_srb = nullptr; QRhiGraphicsPipeline *mrt_ps = nullptr; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiSampler *sampler = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; QMatrix4x4 winProj; float rx = 0; } d; void initializePerFaceRendering(QRhi *rhi) { d.cubemap1 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget); d.cubemap1->build(); d.releasePool << d.cubemap1; d.ubufSizePerFace = rhi->ubufAligned(64 + 12); d.oneface_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.ubufSizePerFace * 6); d.oneface_ubuf->build(); d.releasePool << d.oneface_ubuf; for (int face = 0; face < 6; ++face) { QRhiColorAttachment att(d.cubemap1); att.setLayer(face); QRhiTextureRenderTargetDescription rtDesc(att); d.oneface_rt[face] = rhi->newTextureRenderTarget(rtDesc); if (face == 0) { d.oneface_rp = d.oneface_rt[0]->newCompatibleRenderPassDescriptor(); d.releasePool << d.oneface_rp; } d.oneface_rt[face]->setRenderPassDescriptor(d.oneface_rp); d.oneface_rt[face]->build(); d.releasePool << d.oneface_rt[face]; } d.oneface_srb = rhi->newShaderResourceBindings(); const QRhiShaderResourceBinding::StageFlags visibility = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; d.oneface_srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, visibility, d.oneface_ubuf, 64 + 12) }); d.oneface_srb->build(); d.releasePool << d.oneface_srb; d.oneface_ps = rhi->newGraphicsPipeline(); d.oneface_ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_oneface.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_oneface.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, }); d.oneface_ps->setVertexInputLayout(inputLayout); d.oneface_ps->setShaderResourceBindings(d.oneface_srb); d.oneface_ps->setRenderPassDescriptor(d.oneface_rp); d.oneface_ps->build(); d.releasePool << d.oneface_ps; // wasteful to duplicate the mvp as well but will do for now for (int face = 0; face < 6; ++face) { const int offset = d.ubufSizePerFace * face; QMatrix4x4 identity; d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset, 64, identity.constData()); // will use a different color for each face QColor c; switch (face) { case 0: c = Qt::red; break; case 1: c = Qt::green; break; case 2: c = Qt::blue; break; case 3: c = Qt::yellow; break; case 4: c = Qt::lightGray; break; case 5: c = Qt::cyan; break; } float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) }; d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset + 64, 12, color); } } // 6 render passes, 1 draw call each, targeting one cubemap face at a time void renderPerFace(QRhiCommandBuffer *cb) { for (int face = 0; face < 6; ++face) { cb->beginPass(d.oneface_rt[face], Qt::black, { 1.0f, 0 }); cb->setGraphicsPipeline(d.oneface_ps); cb->setViewport({ 0, 0, float(d.oneface_rt[face]->pixelSize().width()), float(d.oneface_rt[face]->pixelSize().height()) }); const QRhiCommandBuffer::DynamicOffset dynamicOffset(0, face * d.ubufSizePerFace); cb->setShaderResources(nullptr, 1, &dynamicOffset); QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16); cb->drawIndexed(6); cb->endPass(); } } void initializeMrtRendering(QRhi *rhi) { d.cubemap2 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget); d.cubemap2->build(); d.releasePool << d.cubemap2; d.mrt_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 6 * 16); // note that vec3 is aligned to 16 bytes d.mrt_ubuf->build(); d.releasePool << d.mrt_ubuf; QVarLengthArray attachments; for (int face = 0; face < 6; ++face) { QRhiColorAttachment att(d.cubemap2); att.setLayer(face); attachments.append(att); } QRhiTextureRenderTargetDescription rtDesc; rtDesc.setColorAttachments(attachments.cbegin(), attachments.cend()); d.mrt_rt = rhi->newTextureRenderTarget(rtDesc); d.mrt_rp = d.mrt_rt->newCompatibleRenderPassDescriptor(); d.releasePool << d.mrt_rp; d.mrt_rt->setRenderPassDescriptor(d.mrt_rp); d.mrt_rt->build(); d.releasePool << d.mrt_rt; d.mrt_srb = rhi->newShaderResourceBindings(); const QRhiShaderResourceBinding::StageFlags visibility = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; d.mrt_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, visibility, d.mrt_ubuf) }); d.mrt_srb->build(); d.releasePool << d.mrt_srb; d.mrt_ps = rhi->newGraphicsPipeline(); d.mrt_ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_mrt.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_mrt.frag.qsb")) } }); QVarLengthArray targetBlends; for (int face = 0; face < 6; ++face) targetBlends.append({}); // default to blend = false, color write = all, which is good d.mrt_ps->setTargetBlends(targetBlends.cbegin(), targetBlends.cend()); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, }); d.mrt_ps->setVertexInputLayout(inputLayout); d.mrt_ps->setShaderResourceBindings(d.mrt_srb); d.mrt_ps->setRenderPassDescriptor(d.mrt_rp); d.mrt_ps->build(); d.releasePool << d.mrt_ps; QMatrix4x4 identity; d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, 0, 64, identity.constData()); for (int face = 0; face < 6; ++face) { const int offset = 64 + face * 16; // will use a different color for each face QColor c; switch (face) { case 0: c = Qt::red; break; case 1: c = Qt::green; break; case 2: c = Qt::blue; break; case 3: c = Qt::yellow; break; case 4: c = Qt::lightGray; break; case 5: c = Qt::cyan; break; } float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) }; d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, offset, 12, color); } } // 1 render pass, 1 draw call, with all 6 faces attached and written to void renderWithMrt(QRhiCommandBuffer *cb) { // use a different clear color to differentiate from cubemap1 (because the // results are expected to be identical otherwise) cb->beginPass(d.mrt_rt, Qt::magenta, { 1.0f, 0 }); cb->setGraphicsPipeline(d.mrt_ps); cb->setViewport({ 0, 0, float(d.mrt_rt->pixelSize().width()), float(d.mrt_rt->pixelSize().height()) }); cb->setShaderResources(); QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16); cb->drawIndexed(6); cb->endPass(); } void Window::customInit() { d.half_quad_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(halfQuadVertexData)); d.half_quad_vbuf->build(); d.releasePool << d.half_quad_vbuf; d.half_quad_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(halfQuadIndexData)); d.half_quad_ibuf->build(); d.releasePool << d.half_quad_ibuf; d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.half_quad_vbuf, 0, sizeof(halfQuadVertexData), halfQuadVertexData); d.initialUpdates->uploadStaticBuffer(d.half_quad_ibuf, halfQuadIndexData); initializePerFaceRendering(m_r); d.canDoMrt = m_r->resourceLimit(QRhi::MaxColorAttachments) >= 6; if (d.canDoMrt) initializeMrtRendering(m_r); else qWarning("Not enough color attachments (need 6, supports %d)", m_r->resourceLimit(QRhi::MaxColorAttachments)); // onscreen stuff d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.vbuf->build(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64); d.ubuf->build(); d.releasePool << d.ubuf; d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::Repeat, QRhiSampler::Repeat); d.sampler->build(); d.releasePool << d.sampler; d.srb = m_r->newShaderResourceBindings(); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler) }); d.srb->build(); d.releasePool << d.srb; d.ps = m_r->newGraphicsPipeline(); 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_sample.vert.qsb")); Q_ASSERT(vs.isValid()); QShader fs = getShader(QLatin1String(":/cubemap_sample.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.releasePool << d.ps; if (d.canDoMrt) qDebug("Use the arrow keys to switch between the two generated cubemaps"); } 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 = m_r->nextResourceUpdateBatch(); if (d.initialUpdates) { u->merge(d.initialUpdates); d.initialUpdates->release(); d.initialUpdates = nullptr; } QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix(); mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f); mvp.scale(10); mvp.rotate(d.rx, 1, 0, 0); d.rx += 0.5f; u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); cb->resourceUpdate(u); renderPerFace(cb); if (d.canDoMrt) renderWithMrt(cb); cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); cb->setGraphicsPipeline(d.ps); cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(36); cb->endPass(); } void Window::keyPressEvent(QKeyEvent *e) { switch (e->key()) { case Qt::Key_Left: case Qt::Key_Up: qDebug("Showing first cubemap (generated by rendering to the faces one by one; black background)"); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler) }); d.srb->build(); break; case Qt::Key_Right: case Qt::Key_Down: if (d.canDoMrt) { qDebug("Showing second cubemap (generated with multiple render targets; magenta background)"); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap2, d.sampler) }); d.srb->build(); } break; default: e->ignore(); break; } }