Commit 562158de authored by Laszlo Agocs's avatar Laszlo Agocs
Browse files

Remove the shadowmap example

Out of my league and time is up. Cannot get it work on non-GL. Something
is wrong with the math, no idea what.
parent 8e3100a8
......@@ -14,8 +14,7 @@ SUBDIRS += \
triquadcube \
offscreen \
floattexture \
mrt \
shadowmap
mrt
qtConfig(vulkan) {
SUBDIRS += \
......
qsb --glsl 120 --hlsl 50 --msl 12 -c shadowmap.vert -o shadowmap.vert.qsb
qsb --glsl 120 --hlsl 50 --msl 12 -c shadowmap.frag -o shadowmap.frag.qsb
qsb --glsl 120 --hlsl 50 --msl 12 -c light.vert -o light.vert.qsb
qsb --glsl 120 --hlsl 50 --msl 12 -c light.frag -o light.frag.qsb
#version 440
layout(location = 0) in vec3 vECVertNormal;
layout(location = 1) in vec3 vECVertPos;
layout(location = 2) in vec4 vLCVertPos;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2DShadow shadowMap;
void main()
{
// These should be passed in the ubuf but just hardcode them for now.
// Positions must match the C++ side.
vec3 ECCameraPosition = vec3(0.0, 0.0, 4.0);
vec3 ECLightPosition = vec3(0.0, 10.0, 0.0);
vec3 ka = vec3(0.05, 0.05, 0.05);
vec3 kd = vec3(0.3, 0.7, 0.6);
vec3 ks = vec3(0.66, 0.66, 0.66);
vec3 attenuation = vec3(1.0, 0.0, 0.0);
vec3 color = vec3(1.0, 1.0, 1.0);
float intensity = 0.8;
float specularExp = 150.0;
vec3 unnormL = ECLightPosition - vECVertPos;
float dist = length(unnormL);
float att = 1.0 / (attenuation.x + attenuation.y * dist + attenuation.z * dist * dist);
vec3 N = normalize(vECVertNormal);
vec3 L = normalize(unnormL);
float NL = max(0.0, dot(N, L));
vec3 dColor = att * intensity * color * NL;
vec3 R = reflect(-L, N);
vec3 V = normalize(ECCameraPosition - vECVertPos);
float RV = max(0.0, dot(R, V));
vec3 sColor = att * intensity * color * pow(RV, specularExp);
vec4 adjustedLcVertPos = vLCVertPos;
adjustedLcVertPos.z -= 0.0001; // bias to avoid acne
float sc = textureProj(shadowMap, adjustedLcVertPos);
float shadowFactor = 0.2;
if (sc > 0)
shadowFactor = 1.0;
fragColor = vec4(ka + kd * dColor + ks * sColor, 1.0) * shadowFactor;
}
#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(std140, binding = 0) uniform buf {
mat4 clipSpaceCorr;
mat4 mvp; // projection * model_to_view
mat4 mv; // model_to_view
mat4 m; // model
mat4 lightViewProj; // light_cam_projection * light_model_to_view
mat3 n; // normal matrix for model
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out vec3 vECVertNormal;
layout(location = 1) out vec3 vECVertPos;
layout(location = 2) out vec4 vLCVertPos;
void main()
{
// [-1,1] -> [0,1]
mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vLCVertPos = ubuf.clipSpaceCorr * shadowMatrix * ubuf.lightViewProj * ubuf.m * position;
vECVertNormal = normalize(ubuf.n * normal);
vECVertPos = vec3(ubuf.clipSpaceCorr * ubuf.m * position);
gl_Position = ubuf.clipSpaceCorr * ubuf.mvp * position;
}
/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. 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
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****************************************************************************/
#include "../shared/examplefw.h"
#include "../shared/cube_with_normals.h"
// Depth texture / shadow sampler / shadow map example.
// Not available on GLES 2.0.
// enable to render from the shadow casting light's viewpoint
//#define SHADOW_CAM_VIEW
static float quadVertexData[] =
{ // Y up, CCW, x-y-z, normalX-normalY-normalZ
-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
};
static quint16 quadIndexData[] =
{
0, 1, 2, 0, 2, 3
};
struct {
QVector<QRhiResource *> 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 * 5 + 48;
const int SHADOW_UBLOCK_SIZE = 64 * 2;
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({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/light.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/light.frag.qsb")) }
});
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
// fits both the quad and cube vertex data
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 6 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) }
});
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({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/shadowmap.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/shadowmap.frag.qsb")) }
});
d.shadowPs->setDepthTest(true);
d.shadowPs->setDepthWrite(true);
inputLayout.setBindings({
{ 6 * 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()
{
for (QRhiResource *r : d.releasePool)
r->releaseAndDestroy();
d.releasePool.clear();
}
static void enqueueScene(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb, int oneRoundedUniformBlockSize, int firstUbufSlot)
{
// draw the ground (the quad)
cb->setShaderResources(srb, { { 0, quint32(firstUbufSlot * oneRoundedUniformBlockSize) } });
cb->setVertexInput(0, { { d.vbuf, 0 } }, 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.
cb->setShaderResources(srb, { qMakePair(0, quint32((firstUbufSlot + 1) * oneRoundedUniformBlockSize)) });
cb->setVertexInput(0, { { d.vbuf, sizeof(quadVertexData) } });
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 QMatrix4x4 cm = m_r->clipSpaceCorrMatrix();
const QVector3D lightPos(0, 10, 0.0001f); // must match the shader (but what's with the z bias??)
const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
QMatrix4x4 lightViewProj;
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);
QMatrix4x4 mv;
mv.translate(0, 0, -4); // must match the shader
mv *= m;
QMatrix4x4 shadowMvp = lightViewProj * m;
// for the main pass
QMatrix4x4 mvp = m_rawProj * mv;
u->updateDynamicBuffer(d.ubuf, 0, 64, cm.constData());
u->updateDynamicBuffer(d.ubuf, 64, 64, mvp.constData());
u->updateDynamicBuffer(d.ubuf, 128, 64, mv.constData());
u->updateDynamicBuffer(d.ubuf, 192, 64, m.constData());
u->updateDynamicBuffer(d.ubuf, 256, 64, lightViewProj.constData());
QMatrix3x3 n = (cm * m).normalMatrix();
u->updateDynamicBuffer(d.ubuf, 320, 48, n.constData());
// for the shadow pass
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize, 64, cm.constData());
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize + 64, 64, shadowMvp.constData());
#ifdef SHADOW_CAM_VIEW
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize + 128, 64, mv.constData());
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize + 192, 64, m.constData());
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize + 256, 64, lightViewProj.constData());
u->updateDynamicBuffer(d.ubuf, 2 * oneRoundedUniformBlockSize + 320, 48, n.constData());
#endif
}
// uniform data for the rotating cube
QMatrix4x4 m;
m.translate(0, 1.2f, 0);
m.scale(0.5f);
m.rotate(d.cubeRot, 0, 1, 0);
m.rotate(45, 1, 0, 0);
d.cubeRot += 1;
QMatrix4x4 mv;
mv.translate(0, 0, -4); // must match the shader
mv *= m;
QMatrix4x4 shadowMvp = lightViewProj * m;
// for the main pass
QMatrix4x4 mvp = m_rawProj * mv;
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize, 64, cm.constData());
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 64, 64, mvp.constData());
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 128, 64, mv.constData());
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 192, 64, m.constData());
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 256, 64, lightViewProj.constData());
QMatrix3x3 n = (cm * m).normalMatrix();
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 320, 48, n.constData());
// for the shadow pass
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize, 64, cm.constData());
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize + 64, 64, shadowMvp.constData());
#ifdef SHADOW_CAM_VIEW
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize + 128, 64, mv.constData());
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize + 192, 64, m.constData());
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize + 256, 64, lightViewProj.constData());
u->updateDynamicBuffer(d.ubuf, 3 * oneRoundedUniformBlockSize + 320, 48, n.constData());
#endif
cb->resourceUpdate(u);
// shadow pass
const QSize shadowMapSize = d.shadowMap->pixelSize();
cb->beginPass(d.rt, QRhiColorClearValue(), { 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(), { 0.4f, 0.7f, 0.0f, 1.0f }, { 1.0f, 0 });
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
#ifdef SHADOW_CAM_VIEW
enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 2);
#else
enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 0);
#endif
cb->endPass();
}
TEMPLATE = app
QT += rhi
SOURCES = \
shadowmap.cpp
RESOURCES = shadowmap.qrc
target.path = $$[QT_INSTALL_EXAMPLES]/rhi/shadowmap
INSTALLS += target
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>shadowmap.vert.qsb</file>
<file>shadowmap.frag.qsb</file>
<file>light.vert.qsb</file>
<file>light.frag.qsb</file>
</qresource>
</RCC>
#version 440
layout(location = 0) in vec4 position;
layout(std140, binding = 0) uniform buf {
mat4 clipSpaceCorr;
mat4 mvp;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = ubuf.clipSpaceCorr * ubuf.mvp * position;
}
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