/**************************************************************************** ** ** 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 "Qt3DSRenderTestOcclusionQuery.h" #include "../Qt3DSRenderTestMathUtil.h" #include "render/Qt3DSRenderShaderProgram.h" #include "render/Qt3DSRenderOcclusionQuery.h" #include using namespace qt3ds; using namespace qt3ds::render; static const char *vertShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 300 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 330\n"; } prog += "uniform mat4 mat_mvp;\n" "in vec3 attr_pos; // Vertex pos\n" "void main()\n" "{\n" " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n" "}\n"; return prog.c_str(); } static const char *fragShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 300 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 330\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(); } struct Vertex { QT3DSVec3 positions; }; static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(-0.9, -0.9, 0) }, { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) } }; static const Vertex largeQuadPositions[] = { { QT3DSVec3(-0.7, 0.7, 0) }, { QT3DSVec3(-0.7, -0.7, 0) }, { QT3DSVec3(0.7, -0.7, 0) }, { QT3DSVec3(-0.7, 0.7, 0) }, { QT3DSVec3(0.7, -0.7, 0) }, { QT3DSVec3(0.7, 0.7, 0) } }; static const Vertex smallQuadPositions[] = { { QT3DSVec3(-0.5, 0.5, 0) }, { QT3DSVec3(-0.5, -0.5, 0) }, { QT3DSVec3(0.5, -0.5, 0) }, { QT3DSVec3(-0.5, 0.5, 0) }, { QT3DSVec3(0.5, -0.5, 0) }, { QT3DSVec3(0.5, 0.5, 0) } }; NVRenderTestOcclusionQuery::NVRenderTestOcclusionQuery() { _curTest = 0; _maxColumn = 4; } NVRenderTestOcclusionQuery::~NVRenderTestOcclusionQuery() { } bool NVRenderTestOcclusionQuery::isSupported(NVRenderContext *context) { return context->IsSampleQuerySupported(); } //////////////////////////////// // test for functionality //////////////////////////////// inline NVConstDataRef toRef(const char *data) { size_t len = strlen(data) + 1; return NVConstDataRef((const QT3DSI8 *)data, (QT3DSU32)len); } bool NVRenderTestOcclusionQuery::run(NVRenderContext *context, userContextData *pUserData) { bool success = true; // conpute cell width _cellSize = pUserData->winWidth / _maxColumn; context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); success &= occlusionPassTest(context, pUserData); _curTest++; success &= occlusionFailTest(context, pUserData); _curTest++; // cleanup context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); return success; } bool NVRenderTestOcclusionQuery::renderQuad(NVRenderContext *context, userContextData *pUserData, QT3DSVec3 color) { NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestOcclusionQuery shader", toRef(vertShader(vtxProg, isGLESContext(context))), toRef(fragShader(frgProg, 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 = 6 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestOcclusionQuery: 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), NULL, toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1)); if (!mInputAssembler) { qWarning() << "NVRenderTestOcclusionQuery: 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); context->SetDepthTestEnabled(true); context->SetDepthWriteEnabled(true); // draw context->Draw(NVRenderDrawMode::Triangles, 6, 0); context->SetActiveShader(0); compResult.mShader->release(); return true; } void NVRenderTestOcclusionQuery::renderPrim(NVRenderContext *context, userContextData *pUserData, void *pData, float zOffset, QT3DSVec3 color, NVRenderOcclusionQuery *pQuery) { NVScopedRefCounted mVB; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mIA; Vertex *pVtxData = (Vertex *)pData; QT3DSMat44 proj = QT3DSMat44::createIdentity(); QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&proj, -1, 1, -1, 1, -10, 10); context->SetDepthTestEnabled(true); context->SetDepthWriteEnabled(true); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestOcclusionQuery shader", toRef(vertShader(vtxProg, isGLESContext(context))), toRef(fragShader(frgProg, isGLESContext(context)))); if (!compResult.mShader) { return; } 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 = 6 * sizeof(Vertex); NVDataRef vertDataSmall((QT3DSU8 *)pVtxData, bufSize); mVB = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), vertDataSmall); if (!mVB) qWarning() << "NVRenderTestOcclusionQuery: Failed to create vertex buffer"; // create our attribute layout mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); // create input Assembler QT3DSU32 strides = mVB->GetStride(); QT3DSU32 offsets = 0; mIA = context->CreateInputAssembler(mAttribLayout, toConstDataRef(&mVB.mPtr, 1), NULL, toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1)); if (!mVB) { qWarning() << "NVRenderTestOcclusionQuery: Failed to create input assembler"; return; } // make input assembler active context->SetInputAssembler(mIA); // setup translation QT3DSMat44 transZ; NvRenderTestMatrixTranslation(&transZ, 0.0, 0.0, zOffset); mvp = transZ * proj; // set program context->SetActiveShader(compResult.mShader); compResult.mShader->SetPropertyValue("mat_mvp", mvp); // set color compResult.mShader->SetPropertyValue("color", color); // start query if (pQuery) pQuery->Begin(); context->Draw(NVRenderDrawMode::Triangles, 6, 0); // end query if (pQuery) pQuery->End(); context->SetActiveShader(0); compResult.mShader->release(); } bool NVRenderTestOcclusionQuery::occlusionPassTest(NVRenderContext *context, userContextData *pUserData) { NVScopedRefCounted pQuery = context->CreateOcclusionQuery(); renderPrim(context, pUserData, (void *)largeQuadPositions, 0.1, QT3DSVec3(0.0, 0.0, 1.0), NULL); // this quad should be covered by the previous one renderPrim(context, pUserData, (void *)smallQuadPositions, 0.2, QT3DSVec3(1.0, 1.0, 0.0), pQuery); // check visibility QT3DSU32 result = 0; pQuery->GetResult(&result); QT3DSVec3 color(0.0, 0.0, 0.0); if (result) color.x = 1.0; // wrong else color.y = 1.0; // right renderQuad(context, pUserData, color); return (result == 0); } bool NVRenderTestOcclusionQuery::occlusionFailTest(NVRenderContext *context, userContextData *pUserData) { NVScopedRefCounted pQuery = context->CreateOcclusionQuery(); renderPrim(context, pUserData, (void *)largeQuadPositions, 0.2, QT3DSVec3(0.0, 0.0, 1.0), NULL); // this quad should be visible by the previous one renderPrim(context, pUserData, (void *)smallQuadPositions, 0.1, QT3DSVec3(1.0, 1.0, 0.0), pQuery); // check visibility QT3DSU32 result = 0; pQuery->GetResult(&result); QT3DSVec3 color(0.0, 0.0, 0.0); if (result == 0) color.x = 1.0; // wrong else color.y = 1.0; // right renderQuad(context, pUserData, color); return (result == 1); } //////////////////////////////// // performance test //////////////////////////////// bool NVRenderTestOcclusionQuery::runPerformance(NVRenderContext *context, userContextData *pUserData) { return true; } //////////////////////////////// // test cleanup //////////////////////////////// void NVRenderTestOcclusionQuery::cleanup(NVRenderContext *context, userContextData *pUserData) { context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); // dummy context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); }