Commit 5f24ae0a authored by Laszlo Agocs's avatar Laszlo Agocs
Browse files

Reintroduce a simpler, still broken shadowmap example

parent 05bc4e93
......@@ -14,7 +14,8 @@ SUBDIRS += \
triquadcube \
offscreen \
floattexture \
mrt
mrt \
shadowmap
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 vec4 vLCVertPos;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2DShadow shadowMap;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
mat4 lightMvp;
int useShadow;
} ubuf;
void main()
{
vec4 adjustedLcVertPos = vLCVertPos;
adjustedLcVertPos.z -= 0.0001; // bias to avoid acne
float sc = textureProj(shadowMap, adjustedLcVertPos);
float shadowFactor = 0.2;
if (sc > 0 || ubuf.useShadow == 0)
shadowFactor = 1.0;
fragColor = vec4(0.5, 0.3 + ubuf.useShadow * 0.2, 0.7, 1.0) * shadowFactor;
}
#version 440
layout(location = 0) in vec4 position;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
mat4 lightMvp;
int useShadow;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) 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 = shadowMatrix * ubuf.lightMvp * position;
gl_Position = 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.
**
** $QT_BEGIN_LICENSE:BSD$
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** accordance with the commercial license agreement provided with the
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** 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.
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****************************************************************************/
#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<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 * 2 + 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({
{ 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({
{ 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({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/shadowmap.vert.qsb")) },
{ QRhiGraphicsShaderStage::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()
{
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 int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE);
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());
qint32 useShadows = 1;
u->updateDynamicBuffer(d.ubuf, 128, 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());
qint32 useShadows = 0;
u->updateDynamicBuffer(d.ubuf, oneRoundedUniformBlockSize + 128, 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, 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()) });
enqueueScene(cb, d.srb, oneRoundedUniformBlockSize, 0);
cb->endPass();
}
#version 440
void main()
{
}
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 mvp;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = ubuf.mvp * position;
}
......@@ -157,7 +157,6 @@ protected:
QRhiRenderPassDescriptor *m_rp = nullptr;
QMatrix4x4 m_proj;
QMatrix4x4 m_rawProj;
QElapsedTimer m_timer;
int m_frameCount;
......@@ -338,9 +337,8 @@ void Window::resizeSwapChain()
m_frameCount = 0;
m_timer.restart();
m_rawProj.setToIdentity();
m_rawProj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
m_proj = m_r->clipSpaceCorrMatrix() * m_rawProj;
m_proj = m_r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
m_proj.translate(0, 0, -4);
}
......
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