// 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 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(); }