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Diffstat (limited to 'tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp')
-rw-r--r-- | tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp | 560 |
1 files changed, 560 insertions, 0 deletions
diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp new file mode 100644 index 0000000..f2724a4 --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp @@ -0,0 +1,560 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL-EXCEPT$ +** 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. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 as published by the Free Software +** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "Qt3DSRenderTestTessellation.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/backends/gl/Qt3DSOpenGLUtil.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *vertPhongShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "in vec3 attr_norm; // normal pos\n" + "out vec3 ctNorm; // output normal control patch\n" + "void main()\n" + "{\n" + " ctNorm = attr_norm;\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform vec3 color;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4(color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragPhongShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform vec3 color;\n" + "in vec3 normWorld;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4(color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessControlShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// number of CPs in patch\n" + "layout (vertices = 3) out;\n" + "uniform float tessLevelInner; // controlled by keyboard buttons\n" + "uniform float tessLevelOuter; // controlled by keyboard buttons\n" + "void main () {\n" + "gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" + "// Calculate the tessellation levels\n" + "gl_TessLevelInner[0] = tessLevelInner; // number of nested primitives to generate\n" + "gl_TessLevelOuter[0] = tessLevelOuter; // times to subdivide first side\n" + "gl_TessLevelOuter[1] = tessLevelOuter; // times to subdivide second side\n" + "gl_TessLevelOuter[2] = tessLevelOuter; // times to subdivide third side\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessPhongControlShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += + "// number of CPs in patch\n" + "layout (vertices = 3) out;\n" + "// phong tessellation per patch data\n" + "struct PhongTessPatch {\n" + " float projIJ;\n" + " float projJK;\n" + " float projIK;\n" + "};\n" + "in vec3 ctNorm[]; // control point normal\n" + "out vec3 normObj[]; // output normal pos\n" + "uniform float tessLevels;\n" + "uniform float tessBlend;\n" + "out PhongTessPatch tcTessPatch[3];\n" + "float PIi(int i, vec3 q)\n" + "{\n" + " vec3 q_minus_p = q - gl_in[i].gl_Position.xyz;\n" + " return q[gl_InvocationID] - dot(q_minus_p, ctNorm[i]) * ctNorm[i][gl_InvocationID];\n" + "}\n" + "void main () {\n" + " // path through data\n" + " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" + " normObj[gl_InvocationID] = ctNorm[gl_InvocationID];\n" + " // compute projections separate for each xyz component\n" + " tcTessPatch[gl_InvocationID].projIJ = PIi(0, gl_in[1].gl_Position.xyz) + PIi(1, " + "gl_in[0].gl_Position.xyz);\n" + " tcTessPatch[gl_InvocationID].projJK = PIi(1, gl_in[2].gl_Position.xyz) + PIi(2, " + "gl_in[1].gl_Position.xyz);\n" + " tcTessPatch[gl_InvocationID].projIK = PIi(2, gl_in[0].gl_Position.xyz) + PIi(0, " + "gl_in[2].gl_Position.xyz);\n" + " // set the tessellation levels\n" + " gl_TessLevelInner[0] = tessLevels; // number of nested primitives to generate\n" + " gl_TessLevelOuter[gl_InvocationID] = tessLevels; // times to subdivide first side\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessEvaluationShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// triangles, quads, or isolines\n" + "layout (triangles, equal_spacing, ccw) in;\n" + "uniform mat4 mat_mvp;\n" + "// gl_TessCoord is location within the patch\n" + "// (barycentric for triangles, UV for quads)\n" + "void main () {\n" + "vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; // x is one corner\n" + "vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; // y is the 2nd corner\n" + "vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; // z is the 3rd corner (ignore when " + "using quads)\n" + "vec4 pos = p0 + p1 + p2;\n" + "gl_Position = mat_mvp * pos;\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessPhongEvaluationShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// triangles, quads, or isolines\n" + "layout (triangles, fractional_odd_spacing, ccw) in;\n" + "struct PhongTessPatch {\n" + " float projIJ;\n" + " float projJK;\n" + " float projIK;\n" + "};\n" + "in vec3 normObj[]; // control point normal\n" + "out vec3 normWorld; // output normal pos\n" + "in PhongTessPatch tcTessPatch[];\n" + "uniform mat4 mat_mvp;\n" + "uniform float tessBlend;\n" + "// gl_TessCoord is location within the patch\n" + "// (barycentric for triangles, UV for quads)\n" + "void main () {\n" + " // output normal\n" + " // pre compute square tesselation coord\n" + " vec3 tessSquared = gl_TessCoord * gl_TessCoord;\n" + " vec3 norm = gl_TessCoord.x * normObj[0]\n" + " + gl_TessCoord.y * normObj[1]\n" + " + gl_TessCoord.z * normObj[2]; // z is the 3rd corner (ignore when " + "using quads)\n" + " // barycentric linear position\n" + " vec3 linearPos = gl_TessCoord.x * gl_in[0].gl_Position.xyz\n" + " + gl_TessCoord.y * gl_in[1].gl_Position.xyz\n" + " + gl_TessCoord.z * gl_in[2].gl_Position.xyz;\n" + " // projective terms\n" + " vec3 projJI = vec3(tcTessPatch[0].projIJ, tcTessPatch[1].projIJ, " + "tcTessPatch[2].projIJ);\n" + " vec3 projKJ = vec3(tcTessPatch[0].projJK, tcTessPatch[1].projJK, " + "tcTessPatch[2].projJK);\n" + " vec3 projIK = vec3(tcTessPatch[0].projIK, tcTessPatch[1].projIK, " + "tcTessPatch[2].projIK);\n" + " // phong interpolated position\n" + " vec3 phongPos = tessSquared.x * gl_in[0].gl_Position.xyz\n" + " + tessSquared.y * gl_in[1].gl_Position.xyz\n" + " + tessSquared.z * gl_in[2].gl_Position.xyz\n" + " + gl_TessCoord.x * gl_TessCoord.y * projJI\n" + " + gl_TessCoord.y * gl_TessCoord.z * projKJ\n" + " + gl_TessCoord.z * gl_TessCoord.x * projIK;\n" + " // final position\n" + " vec3 finalPos = (1.0-tessBlend)*linearPos + tessBlend*phongPos;\n" + " gl_Position = mat_mvp * vec4(finalPos, 1.0);\n" + " normWorld = norm;\n" + "}\n"; + + return prog.c_str(); +} + +struct Vertex +{ + QT3DSVec3 positions; + QT3DSVec3 normals; +}; + +NVRenderTestTessellation::NVRenderTestTessellation() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestTessellation::~NVRenderTestTessellation() +{ +} + +bool NVRenderTestTessellation::isSupported(NVRenderContext *context) +{ + NVRenderContextType ctxType = context->GetRenderContextType(); + NVRenderContextType nonSupportedFlags( + NVRenderContextValues::GL2 | NVRenderContextValues::GLES2 | NVRenderContextValues::GL3 + | NVRenderContextValues::GLES3 | NVRenderContextValues::GLES3PLUS); + + // This is currently only supported on >= GL4 && >= GLES 3.1 + if ((ctxType & nonSupportedFlags)) + return false; + + return true; +} + +//////////////////////////////// +// test for functionality +//////////////////////////////// + +inline NVConstDataRef<QT3DSI8> toRef(const char *data) +{ + size_t len = strlen(data) + 1; + return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len); +} + +bool NVRenderTestTessellation::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + context->SetRenderTarget(NULL); + // conpute cell width + _cellSize = pUserData->winWidth / _maxColumn; + + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + + success &= trianglePatches(context, pUserData); + _curTest++; + success &= phongPatches(context, pUserData); + _curTest++; + + return success; +} + +bool NVRenderTestTessellation::trianglePatches(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, + { QT3DSVec3(0.0, 0.9, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create shaders + std::string vtxProg; + std::string frgProg; + std::string tcProg; + std::string teProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestTessellation shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context))), + toRef(tessControlShader(tcProg, isGLESContext(context))), + toRef(tessEvaluationShader(teProg, isGLESContext(context)))); + if (!compResult.mShader) { + return false; + } + + unsigned int curY = 0; + unsigned int curX = _curTest; + if (_curTest >= _maxColumn) { + curY = (_curTest / _maxColumn); + curX = (_curTest % _maxColumn); + } + + // set viewport + context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); + + // this is the layout + NVRenderVertexBufferEntry entries[] = { + NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), + }; + + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 6 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestFboMsaa: Failed to create vertex buffer"; + return false; + } + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); + // create input Assembler + QT3DSU32 strides = mVertexBuffer->GetStride(); + QT3DSU32 offsets = 0; + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Patches, 3); + if (!mInputAssembler) { + qWarning() << "NVRenderTestFboMsaa: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + // set tessellation values + float tessLevelInner = 4.0; + compResult.mShader->SetPropertyValue("tessLevelInner", tessLevelInner); + float tessLevelOuter = 4.0; + compResult.mShader->SetPropertyValue("tessLevelOuter", tessLevelOuter); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestTessellation::phongPatches(NVRenderContext *context, userContextData *pUserData) +{ + QT3DSVec3 n1(-1.0, 0.5, 1.0); + n1.normalize(); + QT3DSVec3 n2(1.0, 0.5, 1.0); + n2.normalize(); + QT3DSVec3 n3(0.0, 1.0, 1.0); + n3.normalize(); + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0.0), n1 }, + { QT3DSVec3(0.9, -0.9, 0.0), n2 }, + { QT3DSVec3(0.0, 0.9, -0.0), n3 } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + QT3DSMat44 p = QT3DSMat44::createIdentity(); + QT3DSMat44 rotX = QT3DSMat44::createIdentity(); + QT3DSMat44 rotY = QT3DSMat44::createIdentity(); + QT3DSMat44 mv = QT3DSMat44::createIdentity(); + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&p, -1, 1, -1, 1, -10, 10); + // NvRenderTestMatrixRotY( &rotY, 45.0 ); + // NvRenderTestMatrixRotX( &rotX, 90.0 ); + mv = rotY * rotX; + mvp = mv * p; + + // create shaders + std::string vtxProg; + std::string frgProg; + std::string tcProg; + std::string teProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestTessellation shader", toRef(vertPhongShader(vtxProg, isGLESContext(context))), + toRef(fragPhongShader(frgProg, isGLESContext(context))), + toRef(tessPhongControlShader(tcProg, isGLESContext(context))), + toRef(tessPhongEvaluationShader(teProg, isGLESContext(context)))); + if (!compResult.mShader) { + return false; + } + + unsigned int curY = 0; + unsigned int curX = _curTest; + if (_curTest >= _maxColumn) { + curY = (_curTest / _maxColumn); + curX = (_curTest % _maxColumn); + } + + // set viewport + context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); + + // this is the layout + NVRenderVertexBufferEntry entries[] = { + NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), + NVRenderVertexBufferEntry("attr_norm", NVRenderComponentTypes::QT3DSF32, 3, 12), + }; + + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 6 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestFboMsaa: Failed to create vertex buffer"; + return false; + } + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); + // create input Assembler + QT3DSU32 strides = mVertexBuffer->GetStride(); + QT3DSU32 offsets = 0; + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Patches, 3); + if (!mInputAssembler) { + qWarning() << "NVRenderTestFboMsaa: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + // set tessellation values + float tessLevels = 8.0; + compResult.mShader->SetPropertyValue("tessLevels", tessLevels); + float tessBlend = 1.0; + compResult.mShader->SetPropertyValue("tessBlend", tessBlend); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestTessellation::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestTessellation::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} |