// Copyright (C) 2018 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "triangleoncuberenderer.h" #include #include // toggle to test the preserved content (no clear) path const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false; const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false; const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0) const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok) #include "../shared/cube.h" static QShader getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } static const QSize OFFSCREEN_SIZE(512, 512); void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) { m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)")); m_vbuf->create(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)")); m_ubuf->create(); if (IMAGE_UNDER_OFFSCREEN_RENDERING) { m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888); if (m_r->isYUpInFramebuffer()) m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well } m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); m_tex->setName(QByteArrayLiteral("Texture for offscreen content")); m_tex->create(); if (MRT) { m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); m_tex2->create(); } if (DS_ATT) { m_offscreenTriangle.setDepthWrite(true); m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize()); m_ds->create(); } if (DEPTH_TEXTURE) { m_offscreenTriangle.setDepthWrite(true); m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); m_depthTex->create(); } m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); m_sampler->create(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) }); m_srb->create(); m_ps = m_r->newGraphicsPipeline(); m_ps->setDepthTest(true); m_ps->setDepthWrite(true); m_ps->setDepthOp(QRhiGraphicsPipeline::Less); m_ps->setCullMode(QRhiGraphicsPipeline::Back); m_ps->setFrontFace(QRhiGraphicsPipeline::CCW); m_ps->setSampleCount(m_sampleCount); QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); Q_ASSERT(vs.isValid()); QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); Q_ASSERT(fs.isValid()); m_ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 1, 1, QRhiVertexInputAttribute::Float2, 0 } }); m_ps->setVertexInputLayout(inputLayout); m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(rp); m_ps->create(); QRhiTextureRenderTarget::Flags rtFlags; if (IMAGE_UNDER_OFFSCREEN_RENDERING) rtFlags |= QRhiTextureRenderTarget::PreserveColorContents; if (DEPTH_TEXTURE) { QRhiTextureRenderTargetDescription desc; desc.setDepthTexture(m_depthTex); m_rt = m_r->newTextureRenderTarget(desc, rtFlags); } else { QRhiTextureRenderTargetDescription desc; QRhiColorAttachment color0 { m_tex }; if (DS_ATT) desc.setDepthStencilBuffer(m_ds); if (MRT) { m_offscreenTriangle.setColorAttCount(2); QRhiColorAttachment color1 { m_tex2 }; desc.setColorAttachments({ color0, color1 }); } else { desc.setColorAttachments({ color0 }); } m_rt = m_r->newTextureRenderTarget(desc, rtFlags); } m_rp = m_rt->newCompatibleRenderPassDescriptor(); m_rt->setRenderPassDescriptor(m_rp); m_rt->create(); m_offscreenTriangle.setRhi(m_r); m_offscreenTriangle.initResources(m_rp); m_offscreenTriangle.setScale(2); // m_tex and the offscreen triangle are never multisample } void TriangleOnCubeRenderer::resize(const QSize &pixelSize) { m_proj = m_r->clipSpaceCorrMatrix(); m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f); m_proj.translate(0, 0, -4); m_offscreenTriangle.resize(pixelSize); } void TriangleOnCubeRenderer::releaseResources() { m_offscreenTriangle.releaseResources(); delete m_ps; m_ps = nullptr; delete m_srb; m_srb = nullptr; delete m_rt; m_rt = nullptr; delete m_rp; m_rp = nullptr; delete m_sampler; m_sampler = nullptr; delete m_depthTex; m_depthTex = nullptr; delete m_tex2; m_tex2 = nullptr; delete m_tex; m_tex = nullptr; delete m_ds; m_ds = nullptr; delete m_ubuf; m_ubuf = nullptr; delete m_vbuf; m_vbuf = nullptr; } void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates) { if (!m_vbufReady) { m_vbufReady = true; resourceUpdates->uploadStaticBuffer(m_vbuf, cube); qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip); } m_rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.translate(m_translation); mvp.scale(0.5f); mvp.rotate(m_rotation, 1, 0, 0); resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData()); // ### // if (DEPTH_TEXTURE) { // // m_tex is basically undefined here, be nice and transition the layout properly at least // resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead); // } } void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb) { QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); m_offscreenTriangle.queueResourceUpdates(u); if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) { u->uploadTexture(m_tex, m_image); if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME) m_image = QImage(); } cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u); m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE); cb->endPass(); } void TriangleOnCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels) { cb->setGraphicsPipeline(m_ps); cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { m_vbuf, 0 }, { m_vbuf, quint32(36 * 3 * sizeof(float)) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); }