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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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 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(), m_clearColor, { 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(); }