| 1 | // Copyright (C) 2023 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qssgdebugdrawsystem_p.h" |
| 5 | #include "qssgrenderhelpers_p.h" |
| 6 | |
| 7 | #include "qssgrenderer_p.h" |
| 8 | #include "qssglayerrenderdata_p.h" |
| 9 | #include "qssgrhiparticles_p.h" |
| 10 | #include "qssgrhiquadrenderer_p.h" |
| 11 | #include "../qssgrendercontextcore.h" |
| 12 | #include "../qssgrhicustommaterialsystem_p.h" |
| 13 | #include "../resourcemanager/qssgrenderbuffermanager_p.h" |
| 14 | #include "../qssgrenderdefaultmaterialshadergenerator_p.h" |
| 15 | #include "rendererimpl/qssgshadowmaphelpers_p.h" |
| 16 | #include <QtQuick3DUtils/private/qssgassert_p.h> |
| 17 | |
| 18 | #include <QtGui/qquaternion.h> |
| 19 | |
| 20 | #include <QtCore/qbitarray.h> |
| 21 | |
| 22 | #include <cmath> |
| 23 | |
| 24 | QT_BEGIN_NAMESPACE |
| 25 | |
| 26 | static constexpr float QSSG_PI = float(M_PI); |
| 27 | static constexpr float QSSG_HALFPI = float(M_PI_2); |
| 28 | |
| 29 | static const QRhiShaderResourceBinding::StageFlags RENDERER_VISIBILITY_ALL = |
| 30 | QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; |
| 31 | |
| 32 | static QSSGRhiShaderPipelinePtr shadersForDefaultMaterial(QSSGRhiGraphicsPipelineState *ps, |
| 33 | QSSGSubsetRenderable &subsetRenderable, |
| 34 | const QSSGShaderFeatures &featureSet) |
| 35 | { |
| 36 | auto &renderer(subsetRenderable.renderer); |
| 37 | const auto &shaderPipeline = QSSGRendererPrivate::getShaderPipelineForDefaultMaterial(renderer&: *renderer, inRenderable&: subsetRenderable, inFeatureSet: featureSet); |
| 38 | if (shaderPipeline) |
| 39 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps&: *ps, pipeline: shaderPipeline.get()); |
| 40 | return shaderPipeline; |
| 41 | } |
| 42 | |
| 43 | static QSSGRhiShaderPipelinePtr shadersForParticleMaterial(QSSGRhiGraphicsPipelineState *ps, |
| 44 | QSSGParticlesRenderable &particleRenderable, |
| 45 | QSSGRenderLayer::OITMethod method) |
| 46 | { |
| 47 | const auto &renderer(particleRenderable.renderer); |
| 48 | const auto &shaderCache = renderer->contextInterface()->shaderCache(); |
| 49 | auto featureLevel = particleRenderable.particles.m_featureLevel; |
| 50 | const auto &shaderPipeline = shaderCache->getBuiltInRhiShaders().getRhiParticleShader(featureLevel, viewCount: ps->viewCount, method); |
| 51 | if (shaderPipeline) |
| 52 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps&: *ps, pipeline: shaderPipeline.get()); |
| 53 | return shaderPipeline; |
| 54 | } |
| 55 | |
| 56 | static void updateUniformsForDefaultMaterial(QSSGRhiShaderPipeline &shaderPipeline, |
| 57 | QSSGRhiContext *rhiCtx, |
| 58 | const QSSGLayerRenderData &inData, |
| 59 | char *ubufData, |
| 60 | QSSGRhiGraphicsPipelineState *ps, |
| 61 | QSSGSubsetRenderable &subsetRenderable, |
| 62 | const QSSGRenderCameraList &cameras, |
| 63 | const QVector2D *depthAdjust, |
| 64 | const QMatrix4x4 *alteredModelViewProjection) |
| 65 | { |
| 66 | const auto &renderer(subsetRenderable.renderer); |
| 67 | const QMatrix4x4 clipSpaceCorrMatrix = rhiCtx->rhi()->clipSpaceCorrMatrix(); |
| 68 | QSSGRenderMvpArray alteredMvpList; |
| 69 | if (alteredModelViewProjection) |
| 70 | alteredMvpList[0] = *alteredModelViewProjection; |
| 71 | |
| 72 | const auto &modelNode = subsetRenderable.modelContext.model; |
| 73 | QRhiTexture *lightmapTexture = inData.getLightmapTexture(modelContext: subsetRenderable.modelContext); |
| 74 | |
| 75 | const auto &[localInstanceTransform, globalInstanceTransform] = inData.getInstanceTransforms(node: modelNode); |
| 76 | const QMatrix4x4 &modelMatrix(modelNode.usesBoneTexture() ? QMatrix4x4() : inData.getGlobalTransform(node: modelNode)); |
| 77 | |
| 78 | QSSGMaterialShaderGenerator::setRhiMaterialProperties(*renderer->contextInterface(), |
| 79 | shaders&: shaderPipeline, |
| 80 | ubufData, |
| 81 | inPipelineState: ps, |
| 82 | inMaterial: subsetRenderable.material, |
| 83 | inKey: subsetRenderable.shaderDescription, |
| 84 | inProperties: inData.getDefaultMaterialPropertyTable(), |
| 85 | inCameras: cameras, |
| 86 | inModelViewProjections: alteredModelViewProjection ? alteredMvpList : subsetRenderable.modelContext.modelViewProjections, |
| 87 | inNormalMatrix: subsetRenderable.modelContext.normalMatrix, |
| 88 | inGlobalTransform: modelMatrix, |
| 89 | clipSpaceCorrMatrix, |
| 90 | localInstanceTransform, |
| 91 | globalInstanceTransform, |
| 92 | inMorphWeights: toDataView(type: modelNode.morphWeights), |
| 93 | inFirstImage: subsetRenderable.firstImage, |
| 94 | inOpacity: subsetRenderable.opacity, |
| 95 | inRenderProperties: inData, |
| 96 | inLights: subsetRenderable.lights, |
| 97 | reflectionProbe: subsetRenderable.reflectionProbe, |
| 98 | receivesShadows: subsetRenderable.renderableFlags.receivesShadows(), |
| 99 | receivesReflections: subsetRenderable.renderableFlags.receivesReflections(), |
| 100 | shadowDepthAdjust: depthAdjust, |
| 101 | lightmapTexture); |
| 102 | } |
| 103 | |
| 104 | std::pair<QSSGBounds3, QSSGBounds3> RenderHelpers::calculateSortedObjectBounds(const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 105 | const QSSGRenderableObjectList &sortedTransparentObjects) |
| 106 | { |
| 107 | QSSGBounds3 boundsCasting; |
| 108 | QSSGBounds3 boundsReceiving; |
| 109 | for (const auto handles : { &sortedOpaqueObjects, &sortedTransparentObjects }) { |
| 110 | // Since we may have nodes that are not a child of the camera parent we go through all |
| 111 | // the opaque objects and include them in the bounds. Failing to do this can result in |
| 112 | // too small bounds. |
| 113 | for (const QSSGRenderableObjectHandle &handle : *handles) { |
| 114 | const QSSGRenderableObject &obj = *handle.obj; |
| 115 | // We skip objects not casting or receiving shadows since they don't influence or need to be covered by the shadow map |
| 116 | if (obj.renderableFlags.castsShadows()) { |
| 117 | if (!obj.globalBoundsInstancing.isEmpty()) |
| 118 | boundsCasting.include(b: obj.globalBoundsInstancing); |
| 119 | else |
| 120 | boundsCasting.include(b: obj.globalBounds); |
| 121 | } |
| 122 | if (obj.renderableFlags.receivesShadows()) { |
| 123 | if (!obj.globalBoundsInstancing.isEmpty()) |
| 124 | boundsReceiving.include(b: obj.globalBoundsInstancing); |
| 125 | else |
| 126 | boundsReceiving.include(b: obj.globalBounds); |
| 127 | } |
| 128 | } |
| 129 | } |
| 130 | return { boundsCasting, boundsReceiving }; |
| 131 | } |
| 132 | |
| 133 | static QSSGBoxPoints computeFrustumBounds(const QMatrix4x4 &projection) |
| 134 | { |
| 135 | bool invertible = false; |
| 136 | QMatrix4x4 inv = projection.inverted(invertible: &invertible); |
| 137 | Q_ASSERT(invertible); |
| 138 | |
| 139 | // The frustum points will be in this orientation |
| 140 | // |
| 141 | // bottom top |
| 142 | // 4__________5 7__________6 |
| 143 | // \ / \ / |
| 144 | // \ / \ / |
| 145 | // \____/ \____/ |
| 146 | // 0 1 3 2 |
| 147 | return { inv.map(point: QVector3D(-1, -1, -1)), inv.map(point: QVector3D(+1, -1, -1)), inv.map(point: QVector3D(+1, +1, -1)), |
| 148 | inv.map(point: QVector3D(-1, +1, -1)), inv.map(point: QVector3D(-1, -1, +1)), inv.map(point: QVector3D(+1, -1, +1)), |
| 149 | inv.map(point: QVector3D(+1, +1, +1)), inv.map(point: QVector3D(-1, +1, +1)) }; |
| 150 | } |
| 151 | |
| 152 | static QSSGBoxPoints sliceFrustum(const QSSGBoxPoints &frustumPoints, float t0, float t1) |
| 153 | { |
| 154 | QSSGBoxPoints pts; |
| 155 | for (int i = 0; i < 4; ++i) { |
| 156 | const QVector3D forward = frustumPoints[i + 4] - frustumPoints[i]; |
| 157 | pts[i] = frustumPoints[i] + forward * t0; |
| 158 | pts[i + 4] = frustumPoints[i] + forward * t1; |
| 159 | } |
| 160 | return pts; |
| 161 | } |
| 162 | |
| 163 | static std::unique_ptr<QSSGRenderCamera> computeShadowCameraFromFrustum(const QMatrix4x4 &lightMatrix, |
| 164 | const QMatrix4x4 &lightMatrixInverted, |
| 165 | const QVector3D &lightPivot, |
| 166 | const QVector3D &lightForward, |
| 167 | const QVector3D &lightUp, |
| 168 | const float shadowMapResolution, |
| 169 | const float pcfRadius, |
| 170 | const QSSGBoxPoints &frustumPoints, |
| 171 | float frustumStartT, |
| 172 | float frustumEndT, |
| 173 | float frustumRadius, |
| 174 | bool lockShadowmapTexels, |
| 175 | const QSSGBounds3 &castingBox, |
| 176 | const QSSGBounds3 &receivingBox, |
| 177 | QSSGDebugDrawSystem *debugDrawSystem, |
| 178 | const bool drawCascades, |
| 179 | const bool drawSceneCascadeIntersection) |
| 180 | { |
| 181 | if (!castingBox.isFinite() || castingBox.isEmpty() || !receivingBox.isFinite() || receivingBox.isEmpty()) |
| 182 | return nullptr; // Return early, no casting or receiving objects means no shadows |
| 183 | |
| 184 | Q_ASSERT(frustumStartT <= frustumEndT); |
| 185 | Q_ASSERT(frustumStartT >= 0.f); |
| 186 | Q_ASSERT(frustumEndT <= 1.0f); |
| 187 | |
| 188 | auto transformPoints = [&](const QSSGBoxPoints &points) { |
| 189 | QSSGBoxPoints result; |
| 190 | for (int i = 0; i < int(points.size()); ++i) { |
| 191 | result[i] = lightMatrix.map(point: points[i]); |
| 192 | } |
| 193 | return result; |
| 194 | }; |
| 195 | |
| 196 | QSSGBoxPoints frustumPointsSliced = sliceFrustum(frustumPoints, t0: frustumStartT, t1: frustumEndT); |
| 197 | if (drawCascades) |
| 198 | ShadowmapHelpers::addDebugFrustum(frustumPoints: frustumPointsSliced, color: QColorConstants::Black, debugDrawSystem); |
| 199 | |
| 200 | QList<QVector3D> receivingSliced = ShadowmapHelpers::intersectBoxByFrustum(frustumPoints: frustumPointsSliced, |
| 201 | box: receivingBox.toQSSGBoxPoints(), |
| 202 | debugDrawSystem: drawSceneCascadeIntersection ? debugDrawSystem : nullptr, |
| 203 | color: QColorConstants::DarkGray); |
| 204 | if (receivingSliced.isEmpty()) |
| 205 | return nullptr; |
| 206 | |
| 207 | QSSGBounds3 receivingFrustumSlicedLightSpace; |
| 208 | for (const QVector3D &point : receivingSliced) |
| 209 | receivingFrustumSlicedLightSpace.include(v: lightMatrix.map(point)); |
| 210 | |
| 211 | // Slice casting box by frustumBounds' left, right, up, down planes |
| 212 | QList<QVector3D> castingPointsLightSpace = ShadowmapHelpers::intersectBoxByBox(boxBounds: receivingFrustumSlicedLightSpace, |
| 213 | box: transformPoints(castingBox.toQSSGBoxPointsNoEmptyCheck())); |
| 214 | if (castingPointsLightSpace.isEmpty()) |
| 215 | return nullptr; |
| 216 | |
| 217 | // Create box containing casting and receiving from light space: |
| 218 | QSSGBounds3 castReceiveBounds; |
| 219 | for (const QVector3D &p : castingPointsLightSpace) { |
| 220 | castReceiveBounds.include(v: p); |
| 221 | } |
| 222 | |
| 223 | for (const QVector3D &p : receivingFrustumSlicedLightSpace.toQSSGBoxPointsNoEmptyCheck()) { |
| 224 | float zMax = qMax(a: p.z(), b: castReceiveBounds.maximum.z()); |
| 225 | float zMin = qMin(a: p.z(), b: castReceiveBounds.minimum.z()); |
| 226 | castReceiveBounds.maximum.setZ(zMax); |
| 227 | castReceiveBounds.minimum.setZ(zMin); |
| 228 | } |
| 229 | |
| 230 | // Expand to fit pcf radius |
| 231 | castReceiveBounds.fatten(distance: pcfRadius); |
| 232 | |
| 233 | QVector3D boundsCenterWorld = lightMatrixInverted.map(point: castReceiveBounds.center()); |
| 234 | QVector3D boundsDims = castReceiveBounds.dimensions(); |
| 235 | boundsDims.setZ(boundsDims.z() * 1.01f); // Expand slightly in z direction to avoid pancaking precision errors |
| 236 | |
| 237 | if (lockShadowmapTexels) { |
| 238 | // Calculate center position aligned to texel size to avoid shimmering |
| 239 | const float diam = (pcfRadius + frustumRadius) * 2.0f; |
| 240 | const float texelsPerUnit = diam / shadowMapResolution; |
| 241 | QVector3D centerLight = lightMatrix.map(point: boundsCenterWorld); |
| 242 | float x = centerLight.x(); |
| 243 | float y = centerLight.y(); |
| 244 | float z = centerLight.z(); |
| 245 | centerLight = QVector3D(int(x / texelsPerUnit), int(y / texelsPerUnit), int(z / texelsPerUnit)) * texelsPerUnit; |
| 246 | boundsCenterWorld = lightMatrixInverted.map(point: centerLight); |
| 247 | boundsDims.setX(diam); |
| 248 | boundsDims.setY(diam); |
| 249 | } else { |
| 250 | // We expand the shadowmap to cover the bounds with one extra texel on all sides |
| 251 | const float texelExpandFactor = shadowMapResolution / (shadowMapResolution - 2); |
| 252 | boundsDims.setX(boundsDims.x() * texelExpandFactor); |
| 253 | boundsDims.setY(boundsDims.y() * texelExpandFactor); |
| 254 | } |
| 255 | |
| 256 | QRectF theViewport(0.0f, 0.0f, boundsDims.x(), boundsDims.y()); |
| 257 | |
| 258 | auto camera = std::make_unique<QSSGRenderCamera>(args: QSSGRenderGraphObject::Type::OrthographicCamera); |
| 259 | camera->clipPlanes = QSSGRenderCamera::ClipPlanes{-0.5f * boundsDims.z(), 0.5f * boundsDims.z()}; |
| 260 | camera->fov = QSSGRenderCamera::FieldOfView::fromDegrees(fov: 90.f); |
| 261 | camera->parent = nullptr; |
| 262 | camera->localTransform = QSSGRenderNode::calculateTransformMatrix(position: boundsCenterWorld, |
| 263 | scale: QSSGRenderNode::initScale, |
| 264 | pivot: lightPivot, |
| 265 | rotation: QQuaternion::fromDirection(direction: lightForward, up: lightUp)); |
| 266 | QSSGRenderCamera::calculateProjectionInternal(camera&: *camera, inViewport: theViewport); |
| 267 | |
| 268 | return camera; |
| 269 | } |
| 270 | |
| 271 | static QVarLengthArray<std::unique_ptr<QSSGRenderCamera>, 4> setupCascadingCamerasForShadowMap(const QSSGLayerRenderData &data, |
| 272 | const QSSGRenderCamera &inCamera, |
| 273 | const QSSGRenderLight *inLight, |
| 274 | const int shadowMapResolution, |
| 275 | const float pcfRadius, |
| 276 | const float clipNear, |
| 277 | const float clipFar, |
| 278 | const QSSGBounds3 &castingObjectsBox, |
| 279 | const QSSGBounds3 &receivingObjectsBox, |
| 280 | bool lockShadowmapTexels, |
| 281 | QSSGDebugDrawSystem *debugDrawSystem, |
| 282 | bool drawCascades, |
| 283 | bool drawSceneCascadeIntersection) |
| 284 | { |
| 285 | Q_ASSERT(inLight->type == QSSGRenderLight::Type::DirectionalLight); |
| 286 | QVarLengthArray<std::unique_ptr<QSSGRenderCamera>, 4> result; |
| 287 | |
| 288 | if (clipNear >= clipFar || qFuzzyCompare(p1: clipNear, p2: clipFar)) |
| 289 | return result; |
| 290 | |
| 291 | const QMatrix4x4 lightGlobalTransform = data.getGlobalTransform(node: *inLight); |
| 292 | const QVector3D lightDir = inLight->getDirection(globalTransform: lightGlobalTransform); |
| 293 | const QVector3D lightPivot = inLight->pivot; |
| 294 | |
| 295 | const QVector3D forward = lightDir.normalized(); |
| 296 | const QVector3D right = qFuzzyCompare(p1: qAbs(t: forward.y()), p2: 1.0f) |
| 297 | ? QVector3D::crossProduct(v1: forward, v2: QVector3D(1, 0, 0)).normalized() |
| 298 | : QVector3D::crossProduct(v1: forward, v2: QVector3D(0, 1, 0)).normalized(); |
| 299 | const QVector3D up = QVector3D::crossProduct(v1: right, v2: forward).normalized(); |
| 300 | |
| 301 | QMatrix4x4 lightMatrix; |
| 302 | lightMatrix.setRow(index: 0, value: QVector4D(right, 0.0f)); |
| 303 | lightMatrix.setRow(index: 1, value: QVector4D(up, 0.0f)); |
| 304 | lightMatrix.setRow(index: 2, value: QVector4D(forward, 0.0f)); |
| 305 | lightMatrix.setRow(index: 3, value: QVector4D(0.0f, 0.0f, 0.0f, 1.0f)); |
| 306 | QMatrix4x4 lightMatrixInverted = lightMatrix.inverted(); |
| 307 | |
| 308 | const float farScale = (clipFar - clipNear) / (inCamera.clipPlanes.clipFar() - inCamera.clipPlanes.clipNear()); |
| 309 | |
| 310 | const QMatrix4x4 cameraGlobalTransform = data.getGlobalTransform(node: inCamera); |
| 311 | QMatrix4x4 viewProjection(Qt::Uninitialized); |
| 312 | inCamera.calculateViewProjectionMatrix(globalTransform: cameraGlobalTransform, outMatrix&: viewProjection); |
| 313 | const QSSGBoxPoints frustum = computeFrustumBounds(projection: viewProjection); |
| 314 | const QSSGBoxPoints frustumUntransformed = lockShadowmapTexels ? computeFrustumBounds(projection: inCamera.projection) : QSSGBoxPoints(); |
| 315 | |
| 316 | // We calculate the radius of the cascade without rotation or translation so we always get |
| 317 | // the same floating point value. |
| 318 | const auto calcFrustumRadius = [&](float t0, float t1) -> float { |
| 319 | const QSSGBoxPoints pts = sliceFrustum(frustumPoints: frustumUntransformed, t0: t0 * farScale, t1: t1 * farScale); |
| 320 | |
| 321 | QVector3D center = QVector3D(0.f, 0.f, 0.f); |
| 322 | for (QVector3D point : pts) { |
| 323 | center += point; |
| 324 | } |
| 325 | center = center * 0.125f; |
| 326 | |
| 327 | float radiusSquared = 0; |
| 328 | for (QVector3D point : pts) { |
| 329 | radiusSquared = qMax(a: radiusSquared, b: (point - center).lengthSquared()); |
| 330 | } |
| 331 | |
| 332 | return std::sqrt(x: radiusSquared); |
| 333 | }; |
| 334 | |
| 335 | const auto computeSplitRanges = [inLight](const QVarLengthArray<float, 3> &splits) -> QVarLengthArray<QPair<float, float>, 4> { |
| 336 | QVarLengthArray<QPair<float, float>, 4> ranges; |
| 337 | const float csmBlendRatio = inLight->m_csmBlendRatio; |
| 338 | float t0 = 0.f; |
| 339 | for (qsizetype i = 0; i < splits.length(); i++) { |
| 340 | const float tI = qBound(min: qMin(a: t0 + 0.01f, b: 1.0f), val: splits[i], max: 1.0f); |
| 341 | ranges.emplace_back(args&: t0, args: qMin(a: 1.0f, b: tI + csmBlendRatio)); |
| 342 | t0 = tI; |
| 343 | } |
| 344 | ranges.emplace_back(args&: t0, args: 1.0f); |
| 345 | return ranges; |
| 346 | }; |
| 347 | |
| 348 | const auto computeFrustums = [&](const QVarLengthArray<float, 3> &splits) { |
| 349 | for (const auto &range : computeSplitRanges(splits)) { |
| 350 | const float frustumRadius = lockShadowmapTexels ? calcFrustumRadius(range.first, range.second) : 0.0f; |
| 351 | auto camera = computeShadowCameraFromFrustum(lightMatrix, |
| 352 | lightMatrixInverted, |
| 353 | lightPivot, |
| 354 | lightForward: forward, |
| 355 | lightUp: up, |
| 356 | shadowMapResolution, |
| 357 | pcfRadius, |
| 358 | frustumPoints: frustum, |
| 359 | frustumStartT: range.first * farScale, |
| 360 | frustumEndT: range.second * farScale, |
| 361 | frustumRadius, |
| 362 | lockShadowmapTexels, |
| 363 | castingBox: castingObjectsBox, |
| 364 | receivingBox: receivingObjectsBox, |
| 365 | debugDrawSystem, |
| 366 | drawCascades, |
| 367 | drawSceneCascadeIntersection); |
| 368 | result.emplace_back(args: std::move(camera)); |
| 369 | } |
| 370 | }; |
| 371 | |
| 372 | switch (inLight->m_csmNumSplits) { |
| 373 | case 0: { |
| 374 | computeFrustums({}); |
| 375 | break; |
| 376 | } |
| 377 | case 1: { |
| 378 | computeFrustums({ inLight->m_csmSplit1 }); |
| 379 | break; |
| 380 | } |
| 381 | case 2: { |
| 382 | computeFrustums({ inLight->m_csmSplit1, inLight->m_csmSplit2 }); |
| 383 | break; |
| 384 | } |
| 385 | case 3: { |
| 386 | computeFrustums({ inLight->m_csmSplit1, inLight->m_csmSplit2, inLight->m_csmSplit3 }); |
| 387 | break; |
| 388 | } |
| 389 | default: |
| 390 | Q_UNREACHABLE(); |
| 391 | break; |
| 392 | } |
| 393 | |
| 394 | return result; |
| 395 | } |
| 396 | |
| 397 | static void setupCubeReflectionCameras(const QSSGLayerRenderData &inData, const QSSGRenderReflectionProbe *inProbe, QSSGRenderCamera inCameras[6]) |
| 398 | { |
| 399 | Q_ASSERT(inProbe != nullptr); |
| 400 | |
| 401 | // setup light matrix |
| 402 | quint32 mapRes = 1 << inProbe->reflectionMapRes; |
| 403 | QRectF theViewport(0.0f, 0.0f, (float)mapRes, (float)mapRes); |
| 404 | static const QQuaternion rotOfs[6] { |
| 405 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: -QSSG_HALFPI), roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 406 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: QSSG_HALFPI), roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 407 | QQuaternion::fromEulerAngles(pitch: qRadiansToDegrees(radians: QSSG_HALFPI), yaw: 0.f, roll: 0.f), |
| 408 | QQuaternion::fromEulerAngles(pitch: qRadiansToDegrees(radians: -QSSG_HALFPI), yaw: 0.f, roll: 0.f), |
| 409 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: QSSG_PI), roll: qRadiansToDegrees(radians: -QSSG_PI)), |
| 410 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: 0.f, roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 411 | }; |
| 412 | |
| 413 | auto inProbeGlobalTranform = inData.getGlobalTransform(node: *inProbe); |
| 414 | const QVector3D inProbePos = QSSGRenderNode::getGlobalPos(globalTransform: inProbeGlobalTranform); |
| 415 | const QVector3D inProbePivot = inProbe->pivot; |
| 416 | |
| 417 | for (int i = 0; i < 6; ++i) { |
| 418 | inCameras[i].parent = nullptr; |
| 419 | inCameras[i].clipPlanes = {1.0f, qMax<float>(a: 2.0f, b: 10000.0f)}; |
| 420 | inCameras[i].fov = QSSGRenderCamera::FieldOfView::fromDegrees(fov: 90.f); |
| 421 | |
| 422 | inCameras[i].localTransform = QSSGRenderNode::calculateTransformMatrix(position: inProbePos, scale: QSSGRenderNode::initScale, pivot: inProbePivot, rotation: rotOfs[i]); |
| 423 | QSSGRenderCamera::calculateProjectionInternal(camera&: inCameras[i], inViewport: theViewport); |
| 424 | } |
| 425 | } |
| 426 | |
| 427 | static void addOpaqueDepthPrePassBindings(QSSGRhiContext *rhiCtx, |
| 428 | QSSGRhiShaderPipeline *shaderPipeline, |
| 429 | QSSGRenderableImage *renderableImage, |
| 430 | QSSGRhiShaderResourceBindingList &bindings, |
| 431 | bool isCustomMaterialMeshSubset = false) |
| 432 | { |
| 433 | static const auto imageAffectsAlpha = [](QSSGRenderableImage::Type mapType) { |
| 434 | return mapType == QSSGRenderableImage::Type::BaseColor || |
| 435 | mapType == QSSGRenderableImage::Type::Diffuse || |
| 436 | mapType == QSSGRenderableImage::Type::Translucency || |
| 437 | mapType == QSSGRenderableImage::Type::Opacity; |
| 438 | }; |
| 439 | |
| 440 | while (renderableImage) { |
| 441 | const auto mapType = renderableImage->m_mapType; |
| 442 | if (imageAffectsAlpha(mapType)) { |
| 443 | const char *samplerName = QSSGMaterialShaderGenerator::getSamplerName(type: mapType); |
| 444 | const int samplerHint = int(mapType); |
| 445 | int samplerBinding = shaderPipeline->bindingForTexture(name: samplerName, hint: samplerHint); |
| 446 | if (samplerBinding >= 0) { |
| 447 | QRhiTexture *texture = renderableImage->m_texture.m_texture; |
| 448 | if (samplerBinding >= 0 && texture) { |
| 449 | const bool mipmapped = texture->flags().testFlag(flag: QRhiTexture::MipMapped); |
| 450 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_minFilterType), |
| 451 | .magFilter: QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_magFilterType), |
| 452 | .mipmap: mipmapped ? QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_mipFilterType) : QRhiSampler::None, |
| 453 | .hTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_horizontalTilingMode), |
| 454 | .vTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_verticalTilingMode), |
| 455 | .zTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_depthTilingMode) |
| 456 | }); |
| 457 | bindings.addTexture(binding: samplerBinding, stage: RENDERER_VISIBILITY_ALL, tex: texture, sampler); |
| 458 | } |
| 459 | } // else this is not necessarily an error, e.g. having metalness/roughness maps with metalness disabled |
| 460 | } |
| 461 | renderableImage = renderableImage->m_nextImage; |
| 462 | } |
| 463 | // For custom Materials we can't know which maps affect alpha, so map all |
| 464 | if (isCustomMaterialMeshSubset) { |
| 465 | QVector<QShaderDescription::InOutVariable> samplerVars = |
| 466 | shaderPipeline->fragmentStage()->shader().description().combinedImageSamplers(); |
| 467 | for (const QShaderDescription::InOutVariable &var : shaderPipeline->vertexStage()->shader().description().combinedImageSamplers()) { |
| 468 | auto it = std::find_if(first: samplerVars.cbegin(), last: samplerVars.cend(), |
| 469 | pred: [&var](const QShaderDescription::InOutVariable &v) { return var.binding == v.binding; }); |
| 470 | if (it == samplerVars.cend()) |
| 471 | samplerVars.append(t: var); |
| 472 | } |
| 473 | |
| 474 | int maxSamplerBinding = -1; |
| 475 | for (const QShaderDescription::InOutVariable &var : samplerVars) |
| 476 | maxSamplerBinding = qMax(a: maxSamplerBinding, b: var.binding); |
| 477 | |
| 478 | // Will need to set unused image-samplers to something dummy |
| 479 | // because the shader code contains all custom property textures, |
| 480 | // and not providing a binding for all of them is invalid with some |
| 481 | // graphics APIs (and will need a real texture because setting a |
| 482 | // null handle or similar is not permitted with some of them so the |
| 483 | // srb does not accept null QRhiTextures either; but first let's |
| 484 | // figure out what bindings are unused in this frame) |
| 485 | QBitArray samplerBindingsSpecified(maxSamplerBinding + 1); |
| 486 | |
| 487 | if (maxSamplerBinding >= 0) { |
| 488 | // custom property textures |
| 489 | int customTexCount = shaderPipeline->extraTextureCount(); |
| 490 | for (int i = 0; i < customTexCount; ++i) { |
| 491 | const QSSGRhiTexture &t(shaderPipeline->extraTextureAt(index: i)); |
| 492 | const int samplerBinding = shaderPipeline->bindingForTexture(name: t.name); |
| 493 | if (samplerBinding >= 0) { |
| 494 | samplerBindingsSpecified.setBit(samplerBinding); |
| 495 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: t.samplerDesc); |
| 496 | bindings.addTexture(binding: samplerBinding, |
| 497 | stage: RENDERER_VISIBILITY_ALL, |
| 498 | tex: t.texture, |
| 499 | sampler); |
| 500 | } |
| 501 | } |
| 502 | } |
| 503 | |
| 504 | // use a dummy texture for the unused samplers in the shader |
| 505 | QRhiSampler *dummySampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, .magFilter: QRhiSampler::Nearest, .mipmap: QRhiSampler::None, |
| 506 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 507 | QRhiResourceUpdateBatch *resourceUpdates = rhiCtx->rhi()->nextResourceUpdateBatch(); |
| 508 | QRhiTexture *dummyTexture = rhiCtx->dummyTexture(flags: {}, rub: resourceUpdates); |
| 509 | QRhiTexture *dummyCubeTexture = rhiCtx->dummyTexture(flags: QRhiTexture::CubeMap, rub: resourceUpdates); |
| 510 | rhiCtx->commandBuffer()->resourceUpdate(resourceUpdates); |
| 511 | |
| 512 | for (const QShaderDescription::InOutVariable &var : samplerVars) { |
| 513 | if (!samplerBindingsSpecified.testBit(i: var.binding)) { |
| 514 | QRhiTexture *t = var.type == QShaderDescription::SamplerCube ? dummyCubeTexture : dummyTexture; |
| 515 | bindings.addTexture(binding: var.binding, stage: RENDERER_VISIBILITY_ALL, tex: t, sampler: dummySampler); |
| 516 | } |
| 517 | } |
| 518 | } |
| 519 | } |
| 520 | |
| 521 | static void setupCubeShadowCameras(const QSSGLayerRenderData &inData, |
| 522 | const QSSGRenderLight *inLight, |
| 523 | float shadowMapFar, |
| 524 | QSSGRenderCamera inCameras[6]) |
| 525 | { |
| 526 | Q_ASSERT(inLight != nullptr); |
| 527 | Q_ASSERT(inLight->type != QSSGRenderLight::Type::DirectionalLight); |
| 528 | |
| 529 | // setup light matrix |
| 530 | quint32 mapRes = inLight->m_shadowMapRes; |
| 531 | QRectF theViewport(0.0f, 0.0f, (float)mapRes, (float)mapRes); |
| 532 | static const QQuaternion rotOfs[6] { |
| 533 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: -QSSG_HALFPI), roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 534 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: QSSG_HALFPI), roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 535 | QQuaternion::fromEulerAngles(pitch: qRadiansToDegrees(radians: QSSG_HALFPI), yaw: 0.f, roll: 0.f), |
| 536 | QQuaternion::fromEulerAngles(pitch: qRadiansToDegrees(radians: -QSSG_HALFPI), yaw: 0.f, roll: 0.f), |
| 537 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: qRadiansToDegrees(radians: QSSG_PI), roll: qRadiansToDegrees(radians: -QSSG_PI)), |
| 538 | QQuaternion::fromEulerAngles(pitch: 0.f, yaw: 0.f, roll: qRadiansToDegrees(radians: QSSG_PI)), |
| 539 | }; |
| 540 | |
| 541 | const auto gt = inData.getGlobalTransform(node: *inLight); |
| 542 | const QVector3D inLightPos = QSSGRenderNode::getGlobalPos(globalTransform: gt); |
| 543 | constexpr QVector3D lightPivot = QVector3D(0, 0, 0); |
| 544 | |
| 545 | for (int i = 0; i < 6; ++i) { |
| 546 | inCameras[i].parent = nullptr; |
| 547 | inCameras[i].clipPlanes = {1.0f, shadowMapFar}; |
| 548 | inCameras[i].fov = QSSGRenderCamera::FieldOfView::fromDegrees(fov: 90.f); |
| 549 | inCameras[i].localTransform = QSSGRenderNode::calculateTransformMatrix(position: inLightPos, scale: QSSGRenderNode::initScale, pivot: lightPivot, rotation: rotOfs[i]); |
| 550 | QSSGRenderCamera::calculateProjectionInternal(camera&: inCameras[i], inViewport: theViewport); |
| 551 | } |
| 552 | |
| 553 | /* |
| 554 | if ( inLight->type == RenderLightTypes::Point ) return; |
| 555 | |
| 556 | QVector3D viewDirs[6]; |
| 557 | QVector3D viewUp[6]; |
| 558 | QMatrix3x3 theDirMatrix( inLight->m_GlobalTransform.getUpper3x3() ); |
| 559 | |
| 560 | viewDirs[0] = theDirMatrix.transform( QVector3D( 1.f, 0.f, 0.f ) ); |
| 561 | viewDirs[2] = theDirMatrix.transform( QVector3D( 0.f, -1.f, 0.f ) ); |
| 562 | viewDirs[4] = theDirMatrix.transform( QVector3D( 0.f, 0.f, 1.f ) ); |
| 563 | viewDirs[0].normalize(); viewDirs[2].normalize(); viewDirs[4].normalize(); |
| 564 | viewDirs[1] = -viewDirs[0]; |
| 565 | viewDirs[3] = -viewDirs[2]; |
| 566 | viewDirs[5] = -viewDirs[4]; |
| 567 | |
| 568 | viewUp[0] = viewDirs[2]; |
| 569 | viewUp[1] = viewDirs[2]; |
| 570 | viewUp[2] = viewDirs[5]; |
| 571 | viewUp[3] = viewDirs[4]; |
| 572 | viewUp[4] = viewDirs[2]; |
| 573 | viewUp[5] = viewDirs[2]; |
| 574 | |
| 575 | for (int i = 0; i < 6; ++i) |
| 576 | { |
| 577 | inCameras[i].LookAt( inLightPos, viewUp[i], inLightPos + viewDirs[i] ); |
| 578 | inCameras[i].CalculateGlobalVariables( theViewport, QVector2D( theViewport.m_Width, |
| 579 | theViewport.m_Height ) ); |
| 580 | } |
| 581 | */ |
| 582 | } |
| 583 | |
| 584 | static int setupInstancing(QSSGSubsetRenderable *renderable, QSSGRhiGraphicsPipelineState *ps, QSSGRhiContext *rhiCtx, const QVector3D &cameraDirection, const QVector3D &cameraPosition) |
| 585 | { |
| 586 | // TODO: non-static so it can be used from QSSGCustomMaterialSystem::rhiPrepareRenderable()? |
| 587 | const bool instancing = QSSGLayerRenderData::prepareInstancing(rhiCtx, renderable, cameraDirection, cameraPosition, minThreshold: renderable->instancingLodMin, maxThreshold: renderable->instancingLodMax); |
| 588 | int instanceBufferBinding = 0; |
| 589 | if (instancing) { |
| 590 | auto &ia = QSSGRhiInputAssemblerStatePrivate::get(ps&: *ps); |
| 591 | // set up new bindings for instanced buffers |
| 592 | const quint32 stride = renderable->modelContext.model.instanceTable->stride(); |
| 593 | QVarLengthArray<QRhiVertexInputBinding, 8> bindings; |
| 594 | std::copy(first: ia.inputLayout.cbeginBindings(), last: ia.inputLayout.cendBindings(), result: std::back_inserter(x&: bindings)); |
| 595 | bindings.append(t: { stride, QRhiVertexInputBinding::PerInstance }); |
| 596 | instanceBufferBinding = bindings.size() - 1; |
| 597 | ia.inputLayout.setBindings(first: bindings.cbegin(), last: bindings.cend()); |
| 598 | } |
| 599 | return instanceBufferBinding; |
| 600 | } |
| 601 | |
| 602 | static void rhiPrepareResourcesForReflectionMap(QSSGRhiContext *rhiCtx, |
| 603 | QSSGPassKey passKey, |
| 604 | const QSSGLayerRenderData &inData, |
| 605 | QSSGReflectionMapEntry *pEntry, |
| 606 | QSSGRhiGraphicsPipelineState *ps, |
| 607 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 608 | QSSGRenderCamera &inCamera, |
| 609 | QSSGRenderer &renderer, |
| 610 | QSSGRenderTextureCubeFace cubeFace) |
| 611 | { |
| 612 | using namespace RenderHelpers; |
| 613 | |
| 614 | if ((inData.layer.background == QSSGRenderLayer::Background::SkyBox && inData.layer.lightProbe) || |
| 615 | inData.layer.background == QSSGRenderLayer::Background::SkyBoxCubeMap) |
| 616 | rhiPrepareSkyBoxForReflectionMap(rhiCtx, passKey, layer&: inData.layer, inCamera, renderer, entry: pEntry, cubeFace); |
| 617 | |
| 618 | QSSGShaderFeatures features = inData.getShaderFeatures(); |
| 619 | // because of alteredCamera/alteredMvp below |
| 620 | features.set(feature: QSSGShaderFeatures::Feature::DisableMultiView, val: true); |
| 621 | |
| 622 | const auto &defaultMaterialShaderKeyProperties = inData.getDefaultMaterialPropertyTable(); |
| 623 | |
| 624 | for (const auto &handle : sortedOpaqueObjects) { |
| 625 | QSSGRenderableObject &inObject = *handle.obj; |
| 626 | |
| 627 | QMatrix4x4 modelViewProjection; |
| 628 | if (inObject.type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || inObject.type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 629 | QSSGSubsetRenderable &renderable(static_cast<QSSGSubsetRenderable &>(inObject)); |
| 630 | const bool hasSkinning = defaultMaterialShaderKeyProperties.m_boneCount.getValue(inDataStore: renderable.shaderDescription) > 0; |
| 631 | const QMatrix4x4 &globalTransform = renderable.modelContext.globalTransform; |
| 632 | modelViewProjection = hasSkinning ? pEntry->m_viewProjection |
| 633 | : pEntry->m_viewProjection * globalTransform; |
| 634 | } |
| 635 | |
| 636 | // here we pass on our own alteredCamera and alteredModelViewProjection |
| 637 | rhiPrepareRenderable(rhiCtx, passKey, inData, inObject, renderPassDescriptor: pEntry->m_rhiRenderPassDesc, ps, featureSet: features, samples: 1, viewCount: 1, |
| 638 | alteredCamera: &inCamera, alteredModelViewProjection: &modelViewProjection, cubeFace, entry: pEntry); |
| 639 | } |
| 640 | } |
| 641 | |
| 642 | static inline void addDepthTextureBindings(QSSGRhiContext *rhiCtx, |
| 643 | QSSGRhiShaderPipeline *shaderPipeline, |
| 644 | QSSGRhiShaderResourceBindingList &bindings) |
| 645 | { |
| 646 | if (shaderPipeline->depthTexture()) { |
| 647 | const int depthTextureBinding = shaderPipeline->bindingForTexture(name: "qt_depthTexture" , hint: int(QSSGRhiSamplerBindingHints::DepthTexture)); |
| 648 | const int depthTextureArrayBinding = shaderPipeline->bindingForTexture(name: "qt_depthTextureArray" , hint: int(QSSGRhiSamplerBindingHints::DepthTextureArray)); |
| 649 | if (depthTextureBinding >= 0 || depthTextureArrayBinding >= 0) { |
| 650 | // nearest min/mag, no mipmap |
| 651 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, .magFilter: QRhiSampler::Nearest, .mipmap: QRhiSampler::None, |
| 652 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 653 | if (depthTextureBinding >= 0) |
| 654 | bindings.addTexture(binding: depthTextureBinding, stage: QRhiShaderResourceBinding::FragmentStage, tex: shaderPipeline->depthTexture(), sampler); |
| 655 | if (depthTextureArrayBinding >= 0) |
| 656 | bindings.addTexture(binding: depthTextureBinding, stage: QRhiShaderResourceBinding::FragmentStage, tex: shaderPipeline->depthTexture(), sampler); |
| 657 | } // else ignore, not an error |
| 658 | } |
| 659 | |
| 660 | // SSAO texture |
| 661 | if (shaderPipeline->ssaoTexture()) { |
| 662 | const int ssaoTextureBinding = shaderPipeline->bindingForTexture(name: "qt_aoTexture" , hint: int(QSSGRhiSamplerBindingHints::AoTexture)); |
| 663 | const int ssaoTextureArrayBinding = shaderPipeline->bindingForTexture(name: "qt_aoTextureArray" , hint: int(QSSGRhiSamplerBindingHints::AoTextureArray)); |
| 664 | if (ssaoTextureBinding >= 0 || ssaoTextureArrayBinding >= 0) { |
| 665 | // linear min/mag, no mipmap |
| 666 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 667 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 668 | if (ssaoTextureBinding >= 0) { |
| 669 | bindings.addTexture(binding: ssaoTextureBinding, |
| 670 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 671 | tex: shaderPipeline->ssaoTexture(), sampler); |
| 672 | } |
| 673 | if (ssaoTextureArrayBinding >= 0) { |
| 674 | bindings.addTexture(binding: ssaoTextureArrayBinding, |
| 675 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 676 | tex: shaderPipeline->ssaoTexture(), sampler); |
| 677 | } |
| 678 | } // else ignore, not an error |
| 679 | } |
| 680 | } |
| 681 | |
| 682 | static void rhiPrepareResourcesForShadowMap(QSSGRhiContext *rhiCtx, |
| 683 | const QSSGLayerRenderData &inData, |
| 684 | QSSGPassKey passKey, |
| 685 | QSSGShadowMapEntry *pEntry, |
| 686 | QSSGRhiGraphicsPipelineState *ps, |
| 687 | const QVector2D *depthAdjust, |
| 688 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 689 | QSSGRenderCamera &inCamera, |
| 690 | bool orthographic, |
| 691 | QSSGRenderTextureCubeFace cubeFace, |
| 692 | quint32 cascadeIndex) |
| 693 | { |
| 694 | QSSGShaderFeatures featureSet; |
| 695 | if (orthographic) |
| 696 | featureSet.set(feature: QSSGShaderFeatures::Feature::OrthoShadowPass, val: true); |
| 697 | else |
| 698 | featureSet.set(feature: QSSGShaderFeatures::Feature::PerspectiveShadowPass, val: true); |
| 699 | |
| 700 | // Do note how updateUniformsForDefaultMaterial() get a single camera and a |
| 701 | // custom mvp; make sure multiview is disabled in the shader generator using |
| 702 | // the common flag, instead of it having to write logic for checking for |
| 703 | // OrthoShadowPoss || CubeShadowPass. |
| 704 | featureSet.set(feature: QSSGShaderFeatures::Feature::DisableMultiView, val: true); |
| 705 | |
| 706 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face: cubeFace); |
| 707 | const auto &defaultMaterialShaderKeyProperties = inData.getDefaultMaterialPropertyTable(); |
| 708 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 709 | |
| 710 | for (const auto &handle : sortedOpaqueObjects) { |
| 711 | QSSGRenderableObject *theObject = handle.obj; |
| 712 | QSSG_ASSERT(theObject->renderableFlags.castsShadows(), continue); |
| 713 | |
| 714 | QSSGShaderFeatures objectFeatureSet = featureSet; |
| 715 | const bool isOpaqueDepthPrePass = theObject->depthWriteMode == QSSGDepthDrawMode::OpaquePrePass; |
| 716 | if (isOpaqueDepthPrePass) |
| 717 | objectFeatureSet.set(feature: QSSGShaderFeatures::Feature::OpaqueDepthPrePass, val: true); |
| 718 | |
| 719 | QSSGRhiDrawCallData *dcd = nullptr; |
| 720 | QMatrix4x4 modelViewProjection; |
| 721 | QSSGSubsetRenderable &renderable(static_cast<QSSGSubsetRenderable &>(*theObject)); |
| 722 | if (theObject->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || theObject->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 723 | const bool hasSkinning = defaultMaterialShaderKeyProperties.m_boneCount.getValue(inDataStore: renderable.shaderDescription) > 0; |
| 724 | modelViewProjection = hasSkinning ? pEntry->m_lightViewProjection[cascadeIndex] |
| 725 | : pEntry->m_lightViewProjection[cascadeIndex] * renderable.modelContext.globalTransform; |
| 726 | // cascadeIndex is 0..3 for directional light and 0 for the pointlight & spotlight |
| 727 | // cubeFaceIdx is 0 for directional & spotlight and 0..5 for the pointlight |
| 728 | // pEntry is unique per light and a light can only be one of directional, point, or spotlight. |
| 729 | const quintptr entryIdx = cascadeIndex + cubeFaceIdx + (quintptr(renderable.subset.offset) << 3); |
| 730 | dcd = &rhiCtxD->drawCallData(key: { .cid: passKey, .model: &renderable.modelContext.model, .entry: pEntry, .entryIdx: entryIdx }); |
| 731 | } |
| 732 | |
| 733 | QSSGRhiShaderResourceBindingList bindings; |
| 734 | QSSGRhiShaderPipelinePtr shaderPipeline; |
| 735 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(*theObject)); |
| 736 | if (theObject->type == QSSGSubsetRenderable::Type::DefaultMaterialMeshSubset) { |
| 737 | const auto &material = static_cast<const QSSGRenderDefaultMaterial &>(subsetRenderable.getMaterial()); |
| 738 | ps->cullMode = QSSGRhiHelpers::toCullMode(cullFaceMode: material.cullMode); |
| 739 | const bool blendParticles = defaultMaterialShaderKeyProperties.m_blendParticles.getValue(inDataStore: subsetRenderable.shaderDescription); |
| 740 | |
| 741 | shaderPipeline = shadersForDefaultMaterial(ps, subsetRenderable, featureSet: objectFeatureSet); |
| 742 | if (!shaderPipeline) |
| 743 | continue; |
| 744 | shaderPipeline->ensureCombinedUniformBuffer(ubuf: &dcd->ubuf); |
| 745 | char *ubufData = dcd->ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 746 | // calls updateUni with an alteredCamera and alteredModelViewProjection |
| 747 | QSSGRenderCameraList cameras({ &inCamera }); |
| 748 | updateUniformsForDefaultMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, subsetRenderable, cameras, depthAdjust, alteredModelViewProjection: &modelViewProjection); |
| 749 | if (blendParticles) |
| 750 | QSSGParticleRenderer::updateUniformsForParticleModel(shaderPipeline&: *shaderPipeline, ubufData, model: &subsetRenderable.modelContext.model, offset: subsetRenderable.subset.offset); |
| 751 | dcd->ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 752 | if (blendParticles) |
| 753 | QSSGParticleRenderer::prepareParticlesForModel(shaderPipeline&: *shaderPipeline, rhiCtx, bindings, model: &subsetRenderable.modelContext.model); |
| 754 | } else if (theObject->type == QSSGSubsetRenderable::Type::CustomMaterialMeshSubset) { |
| 755 | const auto &material = static_cast<const QSSGRenderCustomMaterial &>(subsetRenderable.getMaterial()); |
| 756 | ps->cullMode = QSSGRhiHelpers::toCullMode(cullFaceMode: material.m_cullMode); |
| 757 | |
| 758 | QSSGCustomMaterialSystem &customMaterialSystem(*subsetRenderable.renderer->contextInterface()->customMaterialSystem().get()); |
| 759 | shaderPipeline = customMaterialSystem.shadersForCustomMaterial(ps, material, renderable&: subsetRenderable, defaultMaterialShaderKeyProperties: inData.getDefaultMaterialPropertyTable(), featureSet: objectFeatureSet); |
| 760 | if (!shaderPipeline) |
| 761 | continue; |
| 762 | shaderPipeline->ensureCombinedUniformBuffer(ubuf: &dcd->ubuf); |
| 763 | char *ubufData = dcd->ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 764 | // inCamera is the shadow camera, not the same as inData.renderedCameras |
| 765 | QSSGRenderCameraList cameras({ &inCamera }); |
| 766 | customMaterialSystem.updateUniformsForCustomMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, material, renderable&: subsetRenderable, |
| 767 | cameras, depthAdjust, alteredModelViewProjection: &modelViewProjection); |
| 768 | dcd->ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 769 | } |
| 770 | |
| 771 | if (theObject->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || theObject->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 772 | |
| 773 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps&: *ps, pipeline: shaderPipeline.get()); |
| 774 | auto &ia = QSSGRhiInputAssemblerStatePrivate::get(ps&: *ps); |
| 775 | ia = subsetRenderable.subset.rhi.ia; |
| 776 | const QSSGRenderCameraDataList &cameraDatas(*inData.renderedCameraData); |
| 777 | int instanceBufferBinding = setupInstancing(renderable: &subsetRenderable, ps, rhiCtx, cameraDirection: cameraDatas[0].direction, cameraPosition: cameraDatas[0].position); |
| 778 | QSSGRhiHelpers::bakeVertexInputLocations(ia: &ia, shaders: *shaderPipeline, instanceBufferBinding); |
| 779 | |
| 780 | |
| 781 | bindings.addUniformBuffer(binding: 0, stage: RENDERER_VISIBILITY_ALL, buf: dcd->ubuf); |
| 782 | |
| 783 | // Depth and SSAO textures, in case a custom material's shader code does something with them. |
| 784 | addDepthTextureBindings(rhiCtx, shaderPipeline: shaderPipeline.get(), bindings); |
| 785 | |
| 786 | if (isOpaqueDepthPrePass) { |
| 787 | addOpaqueDepthPrePassBindings(rhiCtx, |
| 788 | shaderPipeline: shaderPipeline.get(), |
| 789 | renderableImage: subsetRenderable.firstImage, |
| 790 | bindings, |
| 791 | isCustomMaterialMeshSubset: (theObject->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset)); |
| 792 | } |
| 793 | |
| 794 | // There is no screen texture at this stage. But the shader from a |
| 795 | // custom material may rely on it, and an object with that material |
| 796 | // can end up in the shadow map's object list. So bind a dummy |
| 797 | // texture then due to the lack of other options. |
| 798 | const int screenTextureBinding = shaderPipeline->bindingForTexture(name: "qt_screenTexture" , hint: int(QSSGRhiSamplerBindingHints::ScreenTexture)); |
| 799 | const int screenTextureArrayBinding = shaderPipeline->bindingForTexture(name: "qt_screenTextureArray" , hint: int(QSSGRhiSamplerBindingHints::ScreenTextureArray)); |
| 800 | if (screenTextureBinding >= 0 || screenTextureArrayBinding >= 0) { |
| 801 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, .magFilter: QRhiSampler::Nearest, .mipmap: QRhiSampler::None, |
| 802 | .hTiling: QRhiSampler::Repeat, .vTiling: QRhiSampler::Repeat, .zTiling: QRhiSampler::Repeat }); |
| 803 | if (screenTextureBinding >= 0) { |
| 804 | QRhiResourceUpdateBatch *resourceUpdates = rhiCtx->rhi()->nextResourceUpdateBatch(); |
| 805 | QRhiTexture *dummyTexture = rhiCtx->dummyTexture(flags: {}, rub: resourceUpdates); |
| 806 | rhiCtx->commandBuffer()->resourceUpdate(resourceUpdates); |
| 807 | bindings.addTexture(binding: screenTextureBinding, |
| 808 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 809 | tex: dummyTexture, sampler); |
| 810 | } |
| 811 | if (screenTextureArrayBinding >= 0) { |
| 812 | QRhiResourceUpdateBatch *resourceUpdates = rhiCtx->rhi()->nextResourceUpdateBatch(); |
| 813 | QRhiTexture *dummyTexture = rhiCtx->dummyTexture(flags: {}, rub: resourceUpdates, size: QSize(64, 64), fillColor: Qt::black, arraySize: inData.layer.viewCount); |
| 814 | rhiCtx->commandBuffer()->resourceUpdate(resourceUpdates); |
| 815 | bindings.addTexture(binding: screenTextureArrayBinding, |
| 816 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 817 | tex: dummyTexture, sampler); |
| 818 | } |
| 819 | } |
| 820 | |
| 821 | // Skinning |
| 822 | if (QRhiTexture *boneTexture = inData.getBonemapTexture(modelContext: subsetRenderable.modelContext)) { |
| 823 | int binding = shaderPipeline->bindingForTexture(name: "qt_boneTexture" ); |
| 824 | if (binding >= 0) { |
| 825 | QRhiSampler *boneSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 826 | .magFilter: QRhiSampler::Nearest, |
| 827 | .mipmap: QRhiSampler::None, |
| 828 | .hTiling: QRhiSampler::ClampToEdge, |
| 829 | .vTiling: QRhiSampler::ClampToEdge, |
| 830 | .zTiling: QRhiSampler::Repeat |
| 831 | }); |
| 832 | bindings.addTexture(binding, |
| 833 | stage: QRhiShaderResourceBinding::VertexStage, |
| 834 | tex: boneTexture, |
| 835 | sampler: boneSampler); |
| 836 | } |
| 837 | } |
| 838 | |
| 839 | // Morphing |
| 840 | auto *targetsTexture = subsetRenderable.subset.rhi.targetsTexture; |
| 841 | if (targetsTexture) { |
| 842 | int binding = shaderPipeline->bindingForTexture(name: "qt_morphTargetTexture" ); |
| 843 | if (binding >= 0) { |
| 844 | QRhiSampler *targetsSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 845 | .magFilter: QRhiSampler::Nearest, |
| 846 | .mipmap: QRhiSampler::None, |
| 847 | .hTiling: QRhiSampler::ClampToEdge, |
| 848 | .vTiling: QRhiSampler::ClampToEdge, |
| 849 | .zTiling: QRhiSampler::ClampToEdge |
| 850 | }); |
| 851 | bindings.addTexture(binding, stage: QRhiShaderResourceBinding::VertexStage, tex: subsetRenderable.subset.rhi.targetsTexture, sampler: targetsSampler); |
| 852 | } |
| 853 | } |
| 854 | |
| 855 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 856 | subsetRenderable.rhiRenderData.shadowPass.pipeline = rhiCtxD->pipeline(ps: *ps, rpDesc: pEntry->m_rhiRenderPassDesc[cascadeIndex], srb); |
| 857 | subsetRenderable.rhiRenderData.shadowPass.srb[cubeFaceIdx] = srb; |
| 858 | } |
| 859 | } |
| 860 | } |
| 861 | |
| 862 | static void fillTargetBlend(QRhiGraphicsPipeline::TargetBlend *targetBlend, QSSGRenderDefaultMaterial::MaterialBlendMode materialBlend) |
| 863 | { |
| 864 | // Assuming default values in the other TargetBlend fields |
| 865 | switch (materialBlend) { |
| 866 | case QSSGRenderDefaultMaterial::MaterialBlendMode::Screen: |
| 867 | targetBlend->srcColor = QRhiGraphicsPipeline::SrcAlpha; |
| 868 | targetBlend->dstColor = QRhiGraphicsPipeline::One; |
| 869 | targetBlend->srcAlpha = QRhiGraphicsPipeline::One; |
| 870 | targetBlend->dstAlpha = QRhiGraphicsPipeline::One; |
| 871 | break; |
| 872 | case QSSGRenderDefaultMaterial::MaterialBlendMode::Multiply: |
| 873 | targetBlend->srcColor = QRhiGraphicsPipeline::DstColor; |
| 874 | targetBlend->dstColor = QRhiGraphicsPipeline::Zero; |
| 875 | targetBlend->srcAlpha = QRhiGraphicsPipeline::One; |
| 876 | targetBlend->dstAlpha = QRhiGraphicsPipeline::One; |
| 877 | break; |
| 878 | default: |
| 879 | // Use SourceOver for everything else |
| 880 | targetBlend->srcColor = QRhiGraphicsPipeline::SrcAlpha; |
| 881 | targetBlend->dstColor = QRhiGraphicsPipeline::OneMinusSrcAlpha; |
| 882 | targetBlend->srcAlpha = QRhiGraphicsPipeline::One; |
| 883 | targetBlend->dstAlpha = QRhiGraphicsPipeline::OneMinusSrcAlpha; |
| 884 | break; |
| 885 | } |
| 886 | } |
| 887 | |
| 888 | void RenderHelpers::rhiPrepareRenderable(QSSGRhiContext *rhiCtx, |
| 889 | QSSGPassKey passKey, |
| 890 | const QSSGLayerRenderData &inData, |
| 891 | QSSGRenderableObject &inObject, |
| 892 | QRhiRenderPassDescriptor *renderPassDescriptor, |
| 893 | QSSGRhiGraphicsPipelineState *ps, |
| 894 | QSSGShaderFeatures featureSet, |
| 895 | int samples, |
| 896 | int viewCount, |
| 897 | QSSGRenderCamera *alteredCamera, |
| 898 | QMatrix4x4 *alteredModelViewProjection, |
| 899 | QSSGRenderTextureCubeFace cubeFace, |
| 900 | QSSGReflectionMapEntry *entry, |
| 901 | bool oit) |
| 902 | { |
| 903 | const auto &defaultMaterialShaderKeyProperties = inData.getDefaultMaterialPropertyTable(); |
| 904 | |
| 905 | switch (inObject.type) { |
| 906 | case QSSGRenderableObject::Type::DefaultMaterialMeshSubset: |
| 907 | { |
| 908 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(inObject)); |
| 909 | |
| 910 | if ((cubeFace == QSSGRenderTextureCubeFaceNone) && subsetRenderable.reflectionProbeIndex >= 0 && subsetRenderable.renderableFlags.testFlag(flag: QSSGRenderableObjectFlag::ReceivesReflections)) |
| 911 | featureSet.set(feature: QSSGShaderFeatures::Feature::ReflectionProbe, val: true); |
| 912 | |
| 913 | if ((cubeFace != QSSGRenderTextureCubeFaceNone)) { |
| 914 | // Disable tonemapping for the reflection pass |
| 915 | featureSet.disableTonemapping(); |
| 916 | } |
| 917 | |
| 918 | if (subsetRenderable.renderableFlags.rendersWithLightmap()) |
| 919 | featureSet.set(feature: QSSGShaderFeatures::Feature::Lightmap, val: true); |
| 920 | |
| 921 | const auto &shaderPipeline = shadersForDefaultMaterial(ps, subsetRenderable, featureSet); |
| 922 | if (shaderPipeline) { |
| 923 | // Unlike the subsetRenderable (which is allocated per frame so is |
| 924 | // not persistent in any way), the model reference is persistent in |
| 925 | // the sense that it references the model node in the scene graph. |
| 926 | // Combined with the layer node (multiple View3Ds may share the |
| 927 | // same scene!), this is suitable as a key to get the uniform |
| 928 | // buffers that were used with the rendering of the same model in |
| 929 | // the previous frame. |
| 930 | QSSGRhiShaderResourceBindingList bindings; |
| 931 | const auto &modelNode = subsetRenderable.modelContext.model; |
| 932 | const bool blendParticles = defaultMaterialShaderKeyProperties.m_blendParticles.getValue(inDataStore: subsetRenderable.shaderDescription); |
| 933 | |
| 934 | |
| 935 | // NOTE: |
| 936 | // - entryIdx should 0 for QSSGRenderTextureCubeFaceNone. |
| 937 | // In all other cases the entryIdx is a combination of the cubeface idx and the subset offset, where the lower bits |
| 938 | // are the cubeface idx. |
| 939 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face: cubeFace); |
| 940 | const quintptr entryIdx = quintptr(cubeFace != QSSGRenderTextureCubeFaceNone) * (cubeFaceIdx + (quintptr(subsetRenderable.subset.offset) << 3)); |
| 941 | // If there's an entry we merge that with the address of the material |
| 942 | const auto entryPartA = reinterpret_cast<quintptr>(&subsetRenderable.material); |
| 943 | const auto entryPartB = reinterpret_cast<quintptr>(entry); |
| 944 | const void *entryId = reinterpret_cast<const void *>(entryPartA ^ entryPartB); |
| 945 | |
| 946 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 947 | QSSGRhiDrawCallData &dcd = rhiCtxD->drawCallData(key: { .cid: passKey, .model: &modelNode, .entry: entryId, .entryIdx: entryIdx }); |
| 948 | |
| 949 | shaderPipeline->ensureCombinedUniformBuffer(ubuf: &dcd.ubuf); |
| 950 | char *ubufData = dcd.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 951 | if (alteredCamera) { |
| 952 | Q_ASSERT(alteredModelViewProjection); |
| 953 | QSSGRenderCameraList cameras({ alteredCamera }); |
| 954 | updateUniformsForDefaultMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, subsetRenderable, cameras, depthAdjust: nullptr, alteredModelViewProjection); |
| 955 | } else { |
| 956 | Q_ASSERT(!alteredModelViewProjection); |
| 957 | updateUniformsForDefaultMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, subsetRenderable, cameras: inData.renderedCameras, depthAdjust: nullptr, alteredModelViewProjection: nullptr); |
| 958 | } |
| 959 | |
| 960 | if (blendParticles) |
| 961 | QSSGParticleRenderer::updateUniformsForParticleModel(shaderPipeline&: *shaderPipeline, ubufData, model: &subsetRenderable.modelContext.model, offset: subsetRenderable.subset.offset); |
| 962 | dcd.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 963 | |
| 964 | if (blendParticles) |
| 965 | QSSGParticleRenderer::prepareParticlesForModel(shaderPipeline&: *shaderPipeline, rhiCtx, bindings, model: &subsetRenderable.modelContext.model); |
| 966 | |
| 967 | // Skinning |
| 968 | if (QRhiTexture *boneTexture = inData.getBonemapTexture(modelContext: subsetRenderable.modelContext)) { |
| 969 | int binding = shaderPipeline->bindingForTexture(name: "qt_boneTexture" ); |
| 970 | if (binding >= 0) { |
| 971 | QRhiSampler *boneSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 972 | .magFilter: QRhiSampler::Nearest, |
| 973 | .mipmap: QRhiSampler::None, |
| 974 | .hTiling: QRhiSampler::ClampToEdge, |
| 975 | .vTiling: QRhiSampler::ClampToEdge, |
| 976 | .zTiling: QRhiSampler::Repeat |
| 977 | }); |
| 978 | bindings.addTexture(binding, |
| 979 | stage: QRhiShaderResourceBinding::VertexStage, |
| 980 | tex: boneTexture, |
| 981 | sampler: boneSampler); |
| 982 | } |
| 983 | } |
| 984 | // Morphing |
| 985 | auto *targetsTexture = subsetRenderable.subset.rhi.targetsTexture; |
| 986 | if (targetsTexture) { |
| 987 | int binding = shaderPipeline->bindingForTexture(name: "qt_morphTargetTexture" ); |
| 988 | if (binding >= 0) { |
| 989 | QRhiSampler *targetsSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 990 | .magFilter: QRhiSampler::Nearest, |
| 991 | .mipmap: QRhiSampler::None, |
| 992 | .hTiling: QRhiSampler::ClampToEdge, |
| 993 | .vTiling: QRhiSampler::ClampToEdge, |
| 994 | .zTiling: QRhiSampler::ClampToEdge |
| 995 | }); |
| 996 | bindings.addTexture(binding, stage: QRhiShaderResourceBinding::VertexStage, tex: subsetRenderable.subset.rhi.targetsTexture, sampler: targetsSampler); |
| 997 | } |
| 998 | } |
| 999 | |
| 1000 | ps->samples = samples; |
| 1001 | ps->viewCount = viewCount; |
| 1002 | |
| 1003 | const auto &material = static_cast<const QSSGRenderDefaultMaterial &>(subsetRenderable.getMaterial()); |
| 1004 | ps->cullMode = QSSGRhiHelpers::toCullMode(cullFaceMode: material.cullMode); |
| 1005 | if (!oit) |
| 1006 | fillTargetBlend(targetBlend: &ps->targetBlend[0], materialBlend: material.blendMode); |
| 1007 | |
| 1008 | auto &ia = QSSGRhiInputAssemblerStatePrivate::get(ps&: *ps); |
| 1009 | |
| 1010 | ia = subsetRenderable.subset.rhi.ia; |
| 1011 | const QSSGRenderCameraDataList &cameraDatas(*inData.renderedCameraData); |
| 1012 | QVector3D cameraDirection = cameraDatas[0].direction; |
| 1013 | QVector3D cameraPosition = cameraDatas[0].position; |
| 1014 | if (alteredCamera) { |
| 1015 | const QMatrix4x4 camGlobalTranform = inData.getGlobalTransform(node: *alteredCamera); |
| 1016 | cameraDirection = QSSGRenderNode::getScalingCorrectDirection(globalTransform: camGlobalTranform); |
| 1017 | cameraPosition = QSSGRenderNode::getGlobalPos(globalTransform: camGlobalTranform); |
| 1018 | } |
| 1019 | int instanceBufferBinding = setupInstancing(renderable: &subsetRenderable, ps, rhiCtx, cameraDirection, cameraPosition); |
| 1020 | QSSGRhiHelpers::bakeVertexInputLocations(ia: &ia, shaders: *shaderPipeline, instanceBufferBinding); |
| 1021 | |
| 1022 | bindings.addUniformBuffer(binding: 0, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf, offset: 0, size: shaderPipeline->ub0Size()); |
| 1023 | |
| 1024 | if (shaderPipeline->isLightingEnabled()) { |
| 1025 | bindings.addUniformBuffer(binding: 1, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf, |
| 1026 | offset: shaderPipeline->ub0LightDataOffset(), |
| 1027 | size: shaderPipeline->ub0LightDataSize()); |
| 1028 | |
| 1029 | if (shaderPipeline->shadowMapCount() > 0) { |
| 1030 | bindings.addUniformBuffer(binding: 2, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf, |
| 1031 | offset: shaderPipeline->ub0ShadowDataOffset(), |
| 1032 | size: shaderPipeline->ub0ShadowDataSize()); |
| 1033 | } |
| 1034 | } |
| 1035 | |
| 1036 | // Texture maps |
| 1037 | QSSGRenderableImage *renderableImage = subsetRenderable.firstImage; |
| 1038 | while (renderableImage) { |
| 1039 | const char *samplerName = QSSGMaterialShaderGenerator::getSamplerName(type: renderableImage->m_mapType); |
| 1040 | const int samplerHint = int(renderableImage->m_mapType); |
| 1041 | int samplerBinding = shaderPipeline->bindingForTexture(name: samplerName, hint: samplerHint); |
| 1042 | if (samplerBinding >= 0) { |
| 1043 | QRhiTexture *texture = renderableImage->m_texture.m_texture; |
| 1044 | if (samplerBinding >= 0 && texture) { |
| 1045 | const bool mipmapped = texture->flags().testFlag(flag: QRhiTexture::MipMapped); |
| 1046 | QSSGRhiSamplerDescription samplerDesc = { |
| 1047 | .minFilter: QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_minFilterType), |
| 1048 | .magFilter: QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_magFilterType), |
| 1049 | .mipmap: mipmapped ? QSSGRhiHelpers::toRhi(op: renderableImage->m_imageNode.m_mipFilterType) : QRhiSampler::None, |
| 1050 | .hTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_horizontalTilingMode), |
| 1051 | .vTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_verticalTilingMode), |
| 1052 | .zTiling: QSSGRhiHelpers::toRhi(tiling: renderableImage->m_imageNode.m_depthTilingMode) |
| 1053 | }; |
| 1054 | rhiCtx->checkAndAdjustForNPoT(texture, samplerDescription: &samplerDesc); |
| 1055 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: samplerDesc); |
| 1056 | bindings.addTexture(binding: samplerBinding, stage: RENDERER_VISIBILITY_ALL, tex: texture, sampler); |
| 1057 | } |
| 1058 | } // else this is not necessarily an error, e.g. having metalness/roughness maps with metalness disabled |
| 1059 | renderableImage = renderableImage->m_nextImage; |
| 1060 | } |
| 1061 | |
| 1062 | if (shaderPipeline->isLightingEnabled()) { |
| 1063 | // Shadow map textures |
| 1064 | const int shadowMapCount = shaderPipeline->shadowMapCount(); |
| 1065 | QVarLengthArray<QSize, 4> usedTextureArraySizes; |
| 1066 | for (int i = 0; i < shadowMapCount; ++i) { |
| 1067 | QSSGRhiShadowMapProperties &shadowMapProperties(shaderPipeline->shadowMapAt(index: i)); |
| 1068 | const QByteArray &name(shadowMapProperties.shadowMapTextureUniformName); |
| 1069 | if (shadowMapProperties.cachedBinding < 0) |
| 1070 | shadowMapProperties.cachedBinding = shaderPipeline->bindingForTexture(name); |
| 1071 | if (shadowMapProperties.cachedBinding < 0) { |
| 1072 | qWarning(msg: "No combined image sampler for shadow map texture '%s'" , name.data()); |
| 1073 | continue; |
| 1074 | } |
| 1075 | |
| 1076 | // Re-use same texture array if already created |
| 1077 | if (shadowMapProperties.shadowMapTexture->flags() & QRhiTexture::TextureArray) { |
| 1078 | if (usedTextureArraySizes.contains(t: shadowMapProperties.shadowMapTexture->pixelSize())) |
| 1079 | continue; |
| 1080 | usedTextureArraySizes.append(t: shadowMapProperties.shadowMapTexture->pixelSize()); |
| 1081 | } |
| 1082 | |
| 1083 | QRhiTexture *texture = shadowMapProperties.shadowMapTexture; |
| 1084 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 1085 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 1086 | Q_ASSERT(texture && sampler); |
| 1087 | bindings.addTexture(binding: shadowMapProperties.cachedBinding, stage: QRhiShaderResourceBinding::FragmentStage, |
| 1088 | tex: texture, sampler); |
| 1089 | } |
| 1090 | |
| 1091 | // Prioritize reflection texture over Light Probe texture because |
| 1092 | // reflection texture also contains the irradiance and pre filtered |
| 1093 | // values for the light probe. |
| 1094 | if (featureSet.isSet(feature: QSSGShaderFeatures::Feature::ReflectionProbe)) { |
| 1095 | int reflectionSampler = shaderPipeline->bindingForTexture(name: "qt_reflectionMap" ); |
| 1096 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::Linear, |
| 1097 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 1098 | QRhiTexture* reflectionTexture = inData.getReflectionMapManager()->reflectionMapEntry(probeIdx: subsetRenderable.reflectionProbeIndex)->m_rhiPrefilteredCube; |
| 1099 | if (reflectionSampler >= 0 && reflectionTexture) |
| 1100 | bindings.addTexture(binding: reflectionSampler, stage: QRhiShaderResourceBinding::FragmentStage, tex: reflectionTexture, sampler); |
| 1101 | } else if (shaderPipeline->lightProbeTexture()) { |
| 1102 | int binding = shaderPipeline->bindingForTexture(name: "qt_lightProbe" , hint: int(QSSGRhiSamplerBindingHints::LightProbe)); |
| 1103 | if (binding >= 0) { |
| 1104 | auto tiling = shaderPipeline->lightProbeTiling(); |
| 1105 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::Linear, // enables mipmapping |
| 1106 | .hTiling: QSSGRhiHelpers::toRhi(tiling: tiling.first), .vTiling: QSSGRhiHelpers::toRhi(tiling: tiling.second), .zTiling: QRhiSampler::Repeat }); |
| 1107 | bindings.addTexture(binding, stage: QRhiShaderResourceBinding::FragmentStage, |
| 1108 | tex: shaderPipeline->lightProbeTexture(), sampler); |
| 1109 | } else { |
| 1110 | qWarning(msg: "Could not find sampler for lightprobe" ); |
| 1111 | } |
| 1112 | } |
| 1113 | |
| 1114 | // Screen Texture |
| 1115 | if (shaderPipeline->screenTexture()) { |
| 1116 | const int screenTextureBinding = shaderPipeline->bindingForTexture(name: "qt_screenTexture" , hint: int(QSSGRhiSamplerBindingHints::ScreenTexture)); |
| 1117 | const int screenTextureArrayBinding = shaderPipeline->bindingForTexture(name: "qt_screenTextureArray" , hint: int(QSSGRhiSamplerBindingHints::ScreenTextureArray)); |
| 1118 | if (screenTextureBinding >= 0 || screenTextureArrayBinding >= 0) { |
| 1119 | // linear min/mag, mipmap filtering depends on the |
| 1120 | // texture, with SCREEN_TEXTURE there are no mipmaps, but |
| 1121 | // once SCREEN_MIP_TEXTURE is seen the texture (the same |
| 1122 | // one) has mipmaps generated. |
| 1123 | QRhiSampler::Filter mipFilter = shaderPipeline->screenTexture()->flags().testFlag(flag: QRhiTexture::MipMapped) |
| 1124 | ? QRhiSampler::Linear : QRhiSampler::None; |
| 1125 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: mipFilter, |
| 1126 | .hTiling: QRhiSampler::Repeat, .vTiling: QRhiSampler::Repeat, .zTiling: QRhiSampler::Repeat }); |
| 1127 | if (screenTextureBinding >= 0) { |
| 1128 | bindings.addTexture(binding: screenTextureBinding, |
| 1129 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 1130 | tex: shaderPipeline->screenTexture(), sampler); |
| 1131 | } |
| 1132 | if (screenTextureArrayBinding >= 0) { |
| 1133 | bindings.addTexture(binding: screenTextureArrayBinding, |
| 1134 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 1135 | tex: shaderPipeline->screenTexture(), sampler); |
| 1136 | } |
| 1137 | } // else ignore, not an error |
| 1138 | } |
| 1139 | |
| 1140 | if (shaderPipeline->lightmapTexture()) { |
| 1141 | int binding = shaderPipeline->bindingForTexture(name: "qt_lightmap" , hint: int(QSSGRhiSamplerBindingHints::LightmapTexture)); |
| 1142 | if (binding >= 0) { |
| 1143 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 1144 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 1145 | bindings.addTexture(binding, |
| 1146 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 1147 | tex: shaderPipeline->lightmapTexture(), sampler); |
| 1148 | } // else ignore, not an error |
| 1149 | } |
| 1150 | } |
| 1151 | |
| 1152 | // Depth and SSAO textures |
| 1153 | addDepthTextureBindings(rhiCtx, shaderPipeline: shaderPipeline.get(), bindings); |
| 1154 | |
| 1155 | // Instead of always doing a QHash find in srb(), store the binding |
| 1156 | // list and the srb object in the per-model+material |
| 1157 | // QSSGRhiUniformBufferSet. While this still needs comparing the |
| 1158 | // binding list, to see if something has changed, it results in |
| 1159 | // significant gains with lots of models in the scene (because the |
| 1160 | // srb hash table becomes large then, so avoiding the lookup as |
| 1161 | // much as possible is helpful) |
| 1162 | QRhiShaderResourceBindings *&srb = dcd.srb; |
| 1163 | bool srbChanged = false; |
| 1164 | if (!srb || bindings != dcd.bindings) { |
| 1165 | srb = rhiCtxD->srb(bindings); |
| 1166 | rhiCtxD->releaseCachedSrb(bindings&: dcd.bindings); |
| 1167 | dcd.bindings = bindings; |
| 1168 | srbChanged = true; |
| 1169 | } |
| 1170 | |
| 1171 | if (cubeFace != QSSGRenderTextureCubeFaceNone) |
| 1172 | subsetRenderable.rhiRenderData.reflectionPass.srb[cubeFaceIdx] = srb; |
| 1173 | else |
| 1174 | subsetRenderable.rhiRenderData.mainPass.srb = srb; |
| 1175 | |
| 1176 | const auto pipelineKey = QSSGGraphicsPipelineStateKey::create(state: *ps, rpDesc: renderPassDescriptor, srb); |
| 1177 | if (dcd.pipeline |
| 1178 | && !srbChanged |
| 1179 | && dcd.renderTargetDescriptionHash == pipelineKey.extra.renderTargetDescriptionHash // we have the hash code anyway, use it to early out upon mismatch |
| 1180 | && dcd.renderTargetDescription == pipelineKey.renderTargetDescription |
| 1181 | && dcd.ps == *ps) |
| 1182 | { |
| 1183 | if (cubeFace != QSSGRenderTextureCubeFaceNone) |
| 1184 | subsetRenderable.rhiRenderData.reflectionPass.pipeline = dcd.pipeline; |
| 1185 | else |
| 1186 | subsetRenderable.rhiRenderData.mainPass.pipeline = dcd.pipeline; |
| 1187 | } else { |
| 1188 | if (cubeFace != QSSGRenderTextureCubeFaceNone) { |
| 1189 | subsetRenderable.rhiRenderData.reflectionPass.pipeline = rhiCtxD->pipeline(key: pipelineKey, |
| 1190 | rpDesc: renderPassDescriptor, |
| 1191 | srb); |
| 1192 | dcd.pipeline = subsetRenderable.rhiRenderData.reflectionPass.pipeline; |
| 1193 | } else { |
| 1194 | subsetRenderable.rhiRenderData.mainPass.pipeline = rhiCtxD->pipeline(key: pipelineKey, |
| 1195 | rpDesc: renderPassDescriptor, |
| 1196 | srb); |
| 1197 | dcd.pipeline = subsetRenderable.rhiRenderData.mainPass.pipeline; |
| 1198 | } |
| 1199 | dcd.renderTargetDescriptionHash = pipelineKey.extra.renderTargetDescriptionHash; |
| 1200 | dcd.renderTargetDescription = pipelineKey.renderTargetDescription; |
| 1201 | dcd.ps = *ps; |
| 1202 | } |
| 1203 | } |
| 1204 | break; |
| 1205 | } |
| 1206 | case QSSGRenderableObject::Type::CustomMaterialMeshSubset: |
| 1207 | { |
| 1208 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(inObject)); |
| 1209 | const QSSGRenderCustomMaterial &material = static_cast<const QSSGRenderCustomMaterial &>(subsetRenderable.getMaterial()); |
| 1210 | QSSGCustomMaterialSystem &customMaterialSystem(*subsetRenderable.renderer->contextInterface()->customMaterialSystem().get()); |
| 1211 | |
| 1212 | featureSet.set(feature: QSSGShaderFeatures::Feature::LightProbe, val: inData.layer.lightProbe || material.m_iblProbe); |
| 1213 | |
| 1214 | if ((cubeFace == QSSGRenderTextureCubeFaceNone) && subsetRenderable.reflectionProbeIndex >= 0 && subsetRenderable.renderableFlags.testFlag(flag: QSSGRenderableObjectFlag::ReceivesReflections)) |
| 1215 | featureSet.set(feature: QSSGShaderFeatures::Feature::ReflectionProbe, val: true); |
| 1216 | |
| 1217 | if (cubeFace != QSSGRenderTextureCubeFaceNone) { |
| 1218 | // Disable tonemapping for the reflection pass |
| 1219 | featureSet.disableTonemapping(); |
| 1220 | } |
| 1221 | |
| 1222 | if (subsetRenderable.renderableFlags.rendersWithLightmap()) |
| 1223 | featureSet.set(feature: QSSGShaderFeatures::Feature::Lightmap, val: true); |
| 1224 | |
| 1225 | customMaterialSystem.rhiPrepareRenderable(ps, passKey, renderable&: subsetRenderable, featureSet, |
| 1226 | material, layerData: inData, renderPassDescriptor, samples, viewCount, |
| 1227 | camera: alteredCamera, cubeFace, modelViewProjection: alteredModelViewProjection, entry, oit); |
| 1228 | break; |
| 1229 | } |
| 1230 | case QSSGRenderableObject::Type::Particles: |
| 1231 | { |
| 1232 | QSSGParticlesRenderable &particleRenderable(static_cast<QSSGParticlesRenderable &>(inObject)); |
| 1233 | const auto &shaderPipeline = shadersForParticleMaterial(ps, particleRenderable, method: oit ? inData.layer.oitMethod : QSSGRenderLayer::OITMethod::None); |
| 1234 | if (shaderPipeline) { |
| 1235 | QSSGParticleRenderer::rhiPrepareRenderable(shaderPipeline&: *shaderPipeline, passKey, rhiCtx, ps, renderable&: particleRenderable, inData, renderPassDescriptor, samples, viewCount, |
| 1236 | alteredCamera, cubeFace, entry); |
| 1237 | } |
| 1238 | break; |
| 1239 | } |
| 1240 | } |
| 1241 | } |
| 1242 | |
| 1243 | void RenderHelpers::rhiRenderRenderable(QSSGRhiContext *rhiCtx, |
| 1244 | const QSSGRhiGraphicsPipelineState &state, |
| 1245 | QSSGRenderableObject &object, |
| 1246 | bool *needsSetViewport, |
| 1247 | QSSGRenderTextureCubeFace cubeFace) |
| 1248 | { |
| 1249 | switch (object.type) { |
| 1250 | case QSSGRenderableObject::Type::DefaultMaterialMeshSubset: |
| 1251 | { |
| 1252 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(object)); |
| 1253 | |
| 1254 | QRhiGraphicsPipeline *ps = subsetRenderable.rhiRenderData.mainPass.pipeline; |
| 1255 | QRhiShaderResourceBindings *srb = subsetRenderable.rhiRenderData.mainPass.srb; |
| 1256 | |
| 1257 | if (cubeFace != QSSGRenderTextureCubeFaceNone) { |
| 1258 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face: cubeFace); |
| 1259 | ps = subsetRenderable.rhiRenderData.reflectionPass.pipeline; |
| 1260 | srb = subsetRenderable.rhiRenderData.reflectionPass.srb[cubeFaceIdx]; |
| 1261 | } |
| 1262 | |
| 1263 | if (!ps || !srb) |
| 1264 | return; |
| 1265 | |
| 1266 | QRhiBuffer *vertexBuffer = subsetRenderable.subset.rhi.vertexBuffer->buffer(); |
| 1267 | QRhiBuffer *indexBuffer = subsetRenderable.subset.rhi.indexBuffer ? subsetRenderable.subset.rhi.indexBuffer->buffer() : nullptr; |
| 1268 | |
| 1269 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1270 | // QRhi optimizes out unnecessary binding of the same pipline |
| 1271 | cb->setGraphicsPipeline(ps); |
| 1272 | cb->setShaderResources(srb); |
| 1273 | |
| 1274 | if (*needsSetViewport) { |
| 1275 | cb->setViewport(state.viewport); |
| 1276 | if (state.flags.testFlag(flag: QSSGRhiGraphicsPipelineState::Flag::UsesScissor)) |
| 1277 | cb->setScissor(state.scissor); |
| 1278 | *needsSetViewport = false; |
| 1279 | } |
| 1280 | |
| 1281 | QRhiCommandBuffer::VertexInput vertexBuffers[2]; |
| 1282 | int vertexBufferCount = 1; |
| 1283 | vertexBuffers[0] = QRhiCommandBuffer::VertexInput(vertexBuffer, 0); |
| 1284 | quint32 instances = 1; |
| 1285 | if ( subsetRenderable.modelContext.model.instancing()) { |
| 1286 | instances = subsetRenderable.modelContext.model.instanceCount(); |
| 1287 | // If the instance count is 0, the bail out before trying to do any |
| 1288 | // draw calls. Making an instanced draw call with a count of 0 is invalid |
| 1289 | // for Metal and likely other API's as well. |
| 1290 | // It is possible that the particale system may produce 0 instances here |
| 1291 | if (instances == 0) |
| 1292 | return; |
| 1293 | vertexBuffers[1] = QRhiCommandBuffer::VertexInput(subsetRenderable.instanceBuffer, 0); |
| 1294 | vertexBufferCount = 2; |
| 1295 | } |
| 1296 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderCall); |
| 1297 | if (state.flags.testFlag(flag: QSSGRhiGraphicsPipelineState::Flag::UsesStencilRef)) |
| 1298 | cb->setStencilRef(state.stencilRef); |
| 1299 | if (indexBuffer) { |
| 1300 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers, indexBuf: indexBuffer, indexOffset: 0, indexFormat: subsetRenderable.subset.rhi.indexBuffer->indexFormat()); |
| 1301 | cb->drawIndexed(indexCount: subsetRenderable.subset.lodCount(lodLevel: subsetRenderable.subsetLevelOfDetail), instanceCount: instances, firstIndex: subsetRenderable.subset.lodOffset(lodLevel: subsetRenderable.subsetLevelOfDetail)); |
| 1302 | QSSGRHICTX_STAT(rhiCtx, drawIndexed(subsetRenderable.subset.lodCount(subsetRenderable.subsetLevelOfDetail), instances)); |
| 1303 | } else { |
| 1304 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers); |
| 1305 | cb->draw(vertexCount: subsetRenderable.subset.count, instanceCount: instances, firstVertex: subsetRenderable.subset.offset); |
| 1306 | QSSGRHICTX_STAT(rhiCtx, draw(subsetRenderable.subset.count, instances)); |
| 1307 | } |
| 1308 | Q_QUICK3D_PROFILE_END_WITH_IDS(QQuick3DProfiler::Quick3DRenderCall, (subsetRenderable.subset.count | quint64(instances) << 32), |
| 1309 | QVector<int>({subsetRenderable.modelContext.model.profilingId, |
| 1310 | subsetRenderable.material.profilingId})); |
| 1311 | break; |
| 1312 | } |
| 1313 | case QSSGRenderableObject::Type::CustomMaterialMeshSubset: |
| 1314 | { |
| 1315 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(object)); |
| 1316 | QSSGCustomMaterialSystem &customMaterialSystem(*subsetRenderable.renderer->contextInterface()->customMaterialSystem().get()); |
| 1317 | customMaterialSystem.rhiRenderRenderable(rhiCtx, renderable&: subsetRenderable, needsSetViewport, cubeFace, state); |
| 1318 | break; |
| 1319 | } |
| 1320 | case QSSGRenderableObject::Type::Particles: |
| 1321 | { |
| 1322 | QSSGParticlesRenderable &renderable(static_cast<QSSGParticlesRenderable &>(object)); |
| 1323 | QSSGParticleRenderer::rhiRenderRenderable(rhiCtx, renderable, needsSetViewport, cubeFace, state); |
| 1324 | break; |
| 1325 | } |
| 1326 | } |
| 1327 | } |
| 1328 | |
| 1329 | void RenderHelpers::rhiRenderShadowMap(QSSGRhiContext *rhiCtx, |
| 1330 | QSSGPassKey passKey, |
| 1331 | QSSGRhiGraphicsPipelineState &ps, |
| 1332 | QSSGRenderShadowMap &shadowMapManager, |
| 1333 | const QSSGRenderCamera &camera, |
| 1334 | QSSGRenderCamera *debugCamera, |
| 1335 | const QSSGShaderLightList &globalLights, |
| 1336 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 1337 | QSSGRenderer &renderer, |
| 1338 | const QSSGBounds3 &castingObjectsBox, |
| 1339 | const QSSGBounds3 &receivingObjectsBox) |
| 1340 | { |
| 1341 | const QSSGLayerRenderData &layerData = *QSSGLayerRenderData::getCurrent(renderer); |
| 1342 | |
| 1343 | static const auto rhiRenderOneShadowMap = [](QSSGRhiContext *rhiCtx, |
| 1344 | QSSGRhiGraphicsPipelineState *ps, |
| 1345 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 1346 | int cubeFace) { |
| 1347 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1348 | bool needsSetViewport = true; |
| 1349 | |
| 1350 | for (const auto &handle : sortedOpaqueObjects) { |
| 1351 | QSSGRenderableObject *theObject = handle.obj; |
| 1352 | QSSG_ASSERT(theObject->renderableFlags.castsShadows(), continue); |
| 1353 | if (theObject->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || theObject->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 1354 | QSSGSubsetRenderable *renderable(static_cast<QSSGSubsetRenderable *>(theObject)); |
| 1355 | |
| 1356 | QRhiBuffer *vertexBuffer = renderable->subset.rhi.vertexBuffer->buffer(); |
| 1357 | QRhiBuffer *indexBuffer = renderable->subset.rhi.indexBuffer |
| 1358 | ? renderable->subset.rhi.indexBuffer->buffer() |
| 1359 | : nullptr; |
| 1360 | |
| 1361 | // Ideally we shouldn't need to deal with this, as only "valid" objects should be processed at this point. |
| 1362 | if (!renderable->rhiRenderData.shadowPass.pipeline) |
| 1363 | continue; |
| 1364 | |
| 1365 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderCall); |
| 1366 | |
| 1367 | cb->setGraphicsPipeline(renderable->rhiRenderData.shadowPass.pipeline); |
| 1368 | |
| 1369 | QRhiShaderResourceBindings *srb = renderable->rhiRenderData.shadowPass.srb[cubeFace]; |
| 1370 | cb->setShaderResources(srb); |
| 1371 | |
| 1372 | if (needsSetViewport) { |
| 1373 | cb->setViewport(ps->viewport); |
| 1374 | needsSetViewport = false; |
| 1375 | } |
| 1376 | |
| 1377 | QRhiCommandBuffer::VertexInput vertexBuffers[2]; |
| 1378 | int vertexBufferCount = 1; |
| 1379 | vertexBuffers[0] = QRhiCommandBuffer::VertexInput(vertexBuffer, 0); |
| 1380 | quint32 instances = 1; |
| 1381 | if (renderable->modelContext.model.instancing()) { |
| 1382 | instances = renderable->modelContext.model.instanceCount(); |
| 1383 | vertexBuffers[1] = QRhiCommandBuffer::VertexInput(renderable->instanceBuffer, 0); |
| 1384 | vertexBufferCount = 2; |
| 1385 | } |
| 1386 | if (indexBuffer) { |
| 1387 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers, indexBuf: indexBuffer, indexOffset: 0, indexFormat: renderable->subset.rhi.indexBuffer->indexFormat()); |
| 1388 | cb->drawIndexed(indexCount: renderable->subset.count, instanceCount: instances, firstIndex: renderable->subset.offset); |
| 1389 | QSSGRHICTX_STAT(rhiCtx, drawIndexed(renderable->subset.count, instances)); |
| 1390 | } else { |
| 1391 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers); |
| 1392 | cb->draw(vertexCount: renderable->subset.count, instanceCount: instances, firstVertex: renderable->subset.offset); |
| 1393 | QSSGRHICTX_STAT(rhiCtx, draw(renderable->subset.count, instances)); |
| 1394 | } |
| 1395 | Q_QUICK3D_PROFILE_END_WITH_IDS(QQuick3DProfiler::Quick3DRenderCall, (renderable->subset.count | quint64(instances) << 32), |
| 1396 | QVector<int>({renderable->modelContext.model.profilingId, |
| 1397 | renderable->material.profilingId})); |
| 1398 | } |
| 1399 | } |
| 1400 | }; |
| 1401 | |
| 1402 | QRhi *rhi = rhiCtx->rhi(); |
| 1403 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1404 | |
| 1405 | // We need to deal with a clip depth range of [0, 1] or |
| 1406 | // [-1, 1], depending on the graphics API underneath. |
| 1407 | QVector2D depthAdjust; // (d + depthAdjust[0]) * depthAdjust[1] = d mapped to [0, 1] |
| 1408 | if (rhi->isClipDepthZeroToOne()) { |
| 1409 | // d is [0, 1] so no need for any mapping |
| 1410 | depthAdjust[0] = 0.0f; |
| 1411 | depthAdjust[1] = 1.0f; |
| 1412 | } else { |
| 1413 | // d is [-1, 1] |
| 1414 | depthAdjust[0] = 1.0f; |
| 1415 | depthAdjust[1] = 0.5f; |
| 1416 | } |
| 1417 | |
| 1418 | QSSGDebugDrawSystem *debugDrawSystem = renderer.contextInterface()->debugDrawSystem().get(); |
| 1419 | const bool drawDirectionalLightShadowBoxes = layerData.layer.drawDirectionalLightShadowBoxes; |
| 1420 | const bool drawPointLightShadowBoxes = layerData.layer.drawPointLightShadowBoxes; |
| 1421 | const bool drawShadowCastingBounds = layerData.layer.drawShadowCastingBounds; |
| 1422 | const bool drawShadowReceivingBounds = layerData.layer.drawShadowReceivingBounds; |
| 1423 | const bool drawCascades = layerData.layer.drawCascades; |
| 1424 | const bool drawSceneCascadeIntersection = layerData.layer.drawSceneCascadeIntersection; |
| 1425 | const bool disableShadowCameraUpdate = layerData.layer.disableShadowCameraUpdate; |
| 1426 | |
| 1427 | if (drawShadowCastingBounds) |
| 1428 | ShadowmapHelpers::addDebugBox(boxUnsorted: castingObjectsBox.toQSSGBoxPointsNoEmptyCheck(), color: QColorConstants::Red, debugDrawSystem); |
| 1429 | if (drawShadowReceivingBounds) |
| 1430 | ShadowmapHelpers::addDebugBox(boxUnsorted: receivingObjectsBox.toQSSGBoxPointsNoEmptyCheck(), color: QColorConstants::Green, debugDrawSystem); |
| 1431 | |
| 1432 | // Create shadow map for each light in the scene |
| 1433 | for (int i = 0, ie = globalLights.size(); i != ie; ++i) { |
| 1434 | if (!globalLights[i].shadows || globalLights[i].light->m_fullyBaked) |
| 1435 | continue; |
| 1436 | |
| 1437 | QSSGShadowMapEntry *pEntry = shadowMapManager.shadowMapEntry(lightIdx: i); |
| 1438 | if (!pEntry) |
| 1439 | continue; |
| 1440 | |
| 1441 | const auto &light = globalLights[i].light; |
| 1442 | Q_ASSERT(pEntry->m_rhiDepthStencil[0]); |
| 1443 | if (pEntry->m_rhiDepthTextureArray) { |
| 1444 | const QSize size = pEntry->m_rhiDepthTextureArray->pixelSize(); |
| 1445 | ps.viewport = QRhiViewport(0, 0, float(size.width()), float(size.height())); |
| 1446 | |
| 1447 | Q_ASSERT(light->type == QSSGRenderLight::Type::DirectionalLight || light->type == QSSGRenderLight::Type::SpotLight); |
| 1448 | |
| 1449 | // This is just a way to store the old camera so we can use it for debug |
| 1450 | // drawing. There are probably cleaner ways to do this |
| 1451 | if (!disableShadowCameraUpdate && debugCamera) { |
| 1452 | debugCamera->clipPlanes = camera.clipPlanes; |
| 1453 | debugCamera->projection = camera.projection; |
| 1454 | // NOTE: Since the debug camera is an internally injected camera, there will only be |
| 1455 | // the local transform. Anywhere the global transform is looked up for the debug camera |
| 1456 | // it will return the local transform. |
| 1457 | debugCamera->localTransform = layerData.getGlobalTransform(node: camera); |
| 1458 | } |
| 1459 | |
| 1460 | QVarLengthArray<std::unique_ptr<QSSGRenderCamera>, 4> cascades; |
| 1461 | if (light->type == QSSGRenderLight::Type::DirectionalLight) { |
| 1462 | const float pcfRadius = light->m_softShadowQuality == QSSGRenderLight::SoftShadowQuality::Hard ? 0.f : light->m_pcfFactor; |
| 1463 | const float clipNear = camera.clipPlanes.clipNear(); |
| 1464 | const float clipFar = qMin(a: light->m_shadowMapFar, b: camera.clipPlanes.clipFar()); |
| 1465 | const float clipRange = clipFar - clipNear; |
| 1466 | cascades = setupCascadingCamerasForShadowMap(data: layerData, |
| 1467 | inCamera: disableShadowCameraUpdate ? *debugCamera : camera, |
| 1468 | inLight: light, |
| 1469 | shadowMapResolution: size.width(), |
| 1470 | pcfRadius, |
| 1471 | clipNear, |
| 1472 | clipFar, |
| 1473 | castingObjectsBox, |
| 1474 | receivingObjectsBox, |
| 1475 | lockShadowmapTexels: light->m_lockShadowmapTexels, |
| 1476 | debugDrawSystem, |
| 1477 | drawCascades, |
| 1478 | drawSceneCascadeIntersection); |
| 1479 | |
| 1480 | // Write the split distances from value 0 in the z-axis of the eye view-space |
| 1481 | pEntry->m_csmSplits[0] = clipNear + clipRange * (light->m_csmNumSplits > 0 ? light->m_csmSplit1 : 1.0f); |
| 1482 | pEntry->m_csmSplits[1] = clipNear + clipRange * (light->m_csmNumSplits > 1 ? light->m_csmSplit2 : 1.0f); |
| 1483 | pEntry->m_csmSplits[2] = clipNear + clipRange * (light->m_csmNumSplits > 2 ? light->m_csmSplit3 : 1.0f); |
| 1484 | pEntry->m_csmSplits[3] = clipNear + clipRange * 1.0f; |
| 1485 | pEntry->m_shadowMapFar = clipFar; |
| 1486 | } else if (light->type == QSSGRenderLight::Type::SpotLight) { |
| 1487 | auto spotlightCamera = std::make_unique<QSSGRenderCamera>(args: QSSGRenderCamera::Type::PerspectiveCamera); |
| 1488 | spotlightCamera->fov = QSSGRenderCamera::FieldOfView::fromDegrees(fov: light->m_coneAngle * 2.0f); |
| 1489 | spotlightCamera->clipPlanes = { 1.0f, light->m_shadowMapFar }; |
| 1490 | const QMatrix4x4 lightGlobalTransform = layerData.getGlobalTransform(node: *light); |
| 1491 | const QVector3D lightDir = QSSGRenderNode::getDirection(globalTransform: lightGlobalTransform); |
| 1492 | const QVector3D lightPos = QSSGRenderNode::getGlobalPos(globalTransform: lightGlobalTransform) - lightDir * spotlightCamera->clipPlanes.clipNear(); |
| 1493 | const QVector3D lightPivot = light->pivot; |
| 1494 | const QVector3D forward = lightDir.normalized(); |
| 1495 | const QVector3D right = qFuzzyCompare(p1: qAbs(t: forward.y()), p2: 1.0f) |
| 1496 | ? QVector3D::crossProduct(v1: forward, v2: QVector3D(1, 0, 0)).normalized() |
| 1497 | : QVector3D::crossProduct(v1: forward, v2: QVector3D(0, 1, 0)).normalized(); |
| 1498 | const QVector3D up = QVector3D::crossProduct(v1: right, v2: forward).normalized(); |
| 1499 | spotlightCamera->localTransform = QSSGRenderNode::calculateTransformMatrix(position: lightPos, |
| 1500 | scale: QSSGRenderNode::initScale, |
| 1501 | pivot: lightPivot, |
| 1502 | rotation: QQuaternion::fromDirection(direction: forward, up)); |
| 1503 | QRectF theViewport(0.0f, 0.0f, (float)light->m_shadowMapRes, (float)light->m_shadowMapRes); |
| 1504 | QSSGRenderCamera::calculateProjectionInternal(camera&: *spotlightCamera, inViewport: theViewport); |
| 1505 | cascades.push_back(t: std::move(spotlightCamera)); |
| 1506 | pEntry->m_shadowMapFar = light->m_shadowMapFar; |
| 1507 | } else { |
| 1508 | Q_UNREACHABLE(); |
| 1509 | } |
| 1510 | |
| 1511 | memset(s: pEntry->m_csmActive, c: 0, n: sizeof(pEntry->m_csmActive)); |
| 1512 | |
| 1513 | QMatrix4x4 cascadeCameraGlobalTransforms(Qt::Uninitialized); |
| 1514 | for (int cascadeIndex = 0; cascadeIndex < cascades.length(); cascadeIndex++) { |
| 1515 | const auto &cascadeCamera = cascades[cascadeIndex]; |
| 1516 | if (!cascadeCamera) |
| 1517 | continue; |
| 1518 | |
| 1519 | cascadeCameraGlobalTransforms = layerData.getGlobalTransform(node: *cascadeCamera); |
| 1520 | pEntry->m_csmActive[cascadeIndex] = 1.f; |
| 1521 | cascadeCamera->calculateViewProjectionMatrix(globalTransform: cascadeCameraGlobalTransforms, outMatrix&: pEntry->m_lightViewProjection[cascadeIndex]); |
| 1522 | |
| 1523 | pEntry->m_lightView = cascadeCameraGlobalTransforms.inverted(); // pre-calculate this for the material |
| 1524 | const bool isOrtho = cascadeCamera->type == QSSGRenderGraphObject::Type::OrthographicCamera; |
| 1525 | rhiPrepareResourcesForShadowMap(rhiCtx, inData: layerData, passKey, pEntry, ps: &ps, depthAdjust: &depthAdjust, sortedOpaqueObjects, inCamera&: *cascadeCamera, orthographic: isOrtho, cubeFace: QSSGRenderTextureCubeFaceNone, cascadeIndex); |
| 1526 | // Render into the 2D texture pEntry->m_rhiDepthMap, using |
| 1527 | // pEntry->m_rhiDepthStencil as the (throwaway) depth/stencil buffer. |
| 1528 | QRhiTextureRenderTarget *rt = pEntry->m_rhiRenderTargets[cascadeIndex]; |
| 1529 | cb->beginPass(rt, colorClearValue: Qt::white, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 1530 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1531 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rt)); |
| 1532 | rhiRenderOneShadowMap(rhiCtx, &ps, sortedOpaqueObjects, 0); |
| 1533 | cb->endPass(); |
| 1534 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 1535 | |
| 1536 | if (drawDirectionalLightShadowBoxes) { |
| 1537 | QMatrix4x4 viewProjection(Qt::Uninitialized); |
| 1538 | cascadeCamera->calculateViewProjectionMatrix(globalTransform: cascadeCameraGlobalTransforms, outMatrix&: viewProjection); |
| 1539 | ShadowmapHelpers::addDirectionalLightDebugBox(box: computeFrustumBounds(projection: viewProjection), debugDrawSystem); |
| 1540 | } |
| 1541 | } |
| 1542 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("shadow_map" )); |
| 1543 | } else { |
| 1544 | Q_ASSERT(pEntry->m_rhiDepthCube); |
| 1545 | const QSize size = pEntry->m_rhiDepthCube->pixelSize(); |
| 1546 | ps.viewport = QRhiViewport(0, 0, float(size.width()), float(size.height())); |
| 1547 | |
| 1548 | QSSGRenderCamera theCameras[6] { QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1549 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1550 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1551 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1552 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1553 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera} }; |
| 1554 | const float shadowMapFar = qMax<float>(a: 2.0f, b: light->m_shadowMapFar); |
| 1555 | setupCubeShadowCameras(inData: layerData, inLight: light, shadowMapFar, inCameras: theCameras); |
| 1556 | pEntry->m_lightView = QMatrix4x4(); |
| 1557 | pEntry->m_shadowMapFar = shadowMapFar; |
| 1558 | |
| 1559 | const bool swapYFaces = !rhi->isYUpInFramebuffer(); |
| 1560 | QMatrix4x4 cameraGlobalTransform(Qt::Uninitialized); |
| 1561 | for (const auto face : QSSGRenderTextureCubeFaces) { |
| 1562 | cameraGlobalTransform = layerData.getGlobalTransform(node: theCameras[quint8(face)]); |
| 1563 | theCameras[quint8(face)].calculateViewProjectionMatrix(globalTransform: cameraGlobalTransform, outMatrix&: pEntry->m_lightViewProjection[0]); |
| 1564 | pEntry->m_lightCubeView[quint8(face)] = cameraGlobalTransform.inverted(); // pre-calculate this for the material |
| 1565 | |
| 1566 | rhiPrepareResourcesForShadowMap(rhiCtx, |
| 1567 | inData: layerData, |
| 1568 | passKey, |
| 1569 | pEntry, |
| 1570 | ps: &ps, |
| 1571 | depthAdjust: &depthAdjust, |
| 1572 | sortedOpaqueObjects, |
| 1573 | inCamera&: theCameras[quint8(face)], |
| 1574 | orthographic: false, |
| 1575 | cubeFace: face, |
| 1576 | cascadeIndex: 0); |
| 1577 | } |
| 1578 | |
| 1579 | for (const auto face : QSSGRenderTextureCubeFaces) { |
| 1580 | // Render into one face of the cubemap texture pEntry->m_rhiDephCube, using |
| 1581 | // pEntry->m_rhiDepthStencil as the (throwaway) depth/stencil buffer. |
| 1582 | |
| 1583 | QSSGRenderTextureCubeFace outFace = face; |
| 1584 | // FACE S T GL |
| 1585 | // +x -z, -y right |
| 1586 | // -x +z, -y left |
| 1587 | // +y +x, +z top |
| 1588 | // -y +x, -z bottom |
| 1589 | // +z +x, -y front |
| 1590 | // -z -x, -y back |
| 1591 | // FACE S T D3D |
| 1592 | // +x -z, +y right |
| 1593 | // -x +z, +y left |
| 1594 | // +y +x, -z bottom |
| 1595 | // -y +x, +z top |
| 1596 | // +z +x, +y front |
| 1597 | // -z -x, +y back |
| 1598 | if (swapYFaces) { |
| 1599 | // +Y and -Y faces get swapped (D3D, Vulkan, Metal). |
| 1600 | // See shadowMapping.glsllib. This is complemented there by reversing T as well. |
| 1601 | if (outFace == QSSGRenderTextureCubeFace::PosY) |
| 1602 | outFace = QSSGRenderTextureCubeFace::NegY; |
| 1603 | else if (outFace == QSSGRenderTextureCubeFace::NegY) |
| 1604 | outFace = QSSGRenderTextureCubeFace::PosY; |
| 1605 | } |
| 1606 | QRhiTextureRenderTarget *rt = pEntry->m_rhiRenderTargets[quint8(outFace)]; |
| 1607 | cb->beginPass(rt, colorClearValue: Qt::white, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 1608 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rt)); |
| 1609 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1610 | rhiRenderOneShadowMap(rhiCtx, &ps, sortedOpaqueObjects, quint8(face)); |
| 1611 | cb->endPass(); |
| 1612 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 1613 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QSSG_RENDERPASS_NAME("shadow_cube" , 0, outFace)); |
| 1614 | } |
| 1615 | |
| 1616 | if (drawPointLightShadowBoxes) { |
| 1617 | QMatrix4x4 lightGlobalTransform = layerData.getGlobalTransform(node: *light); |
| 1618 | ShadowmapHelpers::addPointLightDebugBox(lightPos: QSSGRenderNode::getGlobalPos(globalTransform: lightGlobalTransform), shadowMapFar, debugDrawSystem); |
| 1619 | } |
| 1620 | } |
| 1621 | } |
| 1622 | } |
| 1623 | |
| 1624 | void RenderHelpers::rhiRenderReflectionMap(QSSGRhiContext *rhiCtx, |
| 1625 | QSSGPassKey passKey, |
| 1626 | const QSSGLayerRenderData &inData, |
| 1627 | QSSGRhiGraphicsPipelineState *ps, |
| 1628 | QSSGRenderReflectionMap &reflectionMapManager, |
| 1629 | const QVector<QSSGRenderReflectionProbe *> &reflectionProbes, |
| 1630 | const QSSGRenderableObjectList &reflectionPassObjects, |
| 1631 | QSSGRenderer &renderer) |
| 1632 | { |
| 1633 | QRhi *rhi = rhiCtx->rhi(); |
| 1634 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1635 | |
| 1636 | const bool renderSkybox = (inData.layer.background == QSSGRenderLayer::Background::SkyBox || |
| 1637 | inData.layer.background == QSSGRenderLayer::Background::SkyBoxCubeMap) |
| 1638 | && rhiCtx->rhi()->isFeatureSupported(feature: QRhi::TexelFetch); |
| 1639 | |
| 1640 | for (int i = 0, ie = reflectionProbes.size(); i != ie; ++i) { |
| 1641 | QSSGReflectionMapEntry *pEntry = reflectionMapManager.reflectionMapEntry(probeIdx: i); |
| 1642 | if (!pEntry) |
| 1643 | continue; |
| 1644 | |
| 1645 | if (!pEntry->m_needsRender) |
| 1646 | continue; |
| 1647 | |
| 1648 | if (reflectionProbes[i]->refreshMode == QSSGRenderReflectionProbe::ReflectionRefreshMode::FirstFrame && pEntry->m_rendered) |
| 1649 | continue; |
| 1650 | |
| 1651 | if (reflectionProbes[i]->texture) |
| 1652 | continue; |
| 1653 | |
| 1654 | Q_ASSERT(pEntry->m_rhiDepthStencil); |
| 1655 | Q_ASSERT(pEntry->m_rhiCube); |
| 1656 | |
| 1657 | const QSize size = pEntry->m_rhiCube->pixelSize(); |
| 1658 | ps->viewport = QRhiViewport(0, 0, float(size.width()), float(size.height())); |
| 1659 | |
| 1660 | QSSGRenderCamera theCameras[6] { QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1661 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1662 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1663 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1664 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera}, |
| 1665 | QSSGRenderCamera{QSSGRenderCamera::Type::PerspectiveCamera} }; |
| 1666 | setupCubeReflectionCameras(inData, inProbe: reflectionProbes[i], inCameras: theCameras); |
| 1667 | const bool swapYFaces = !rhi->isYUpInFramebuffer(); |
| 1668 | QMatrix4x4 cameraGlobalTransform(Qt::Uninitialized); |
| 1669 | for (const auto face : QSSGRenderTextureCubeFaces) { |
| 1670 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face); |
| 1671 | cameraGlobalTransform = inData.getGlobalTransform(node: theCameras[cubeFaceIdx]); |
| 1672 | theCameras[cubeFaceIdx].calculateViewProjectionMatrix(globalTransform: cameraGlobalTransform, outMatrix&: pEntry->m_viewProjection); |
| 1673 | |
| 1674 | rhiPrepareResourcesForReflectionMap(rhiCtx, passKey, inData, pEntry, ps, |
| 1675 | sortedOpaqueObjects: reflectionPassObjects, inCamera&: theCameras[cubeFaceIdx], renderer, cubeFace: face); |
| 1676 | } |
| 1677 | QRhiRenderPassDescriptor *renderPassDesc = nullptr; |
| 1678 | for (auto face : QSSGRenderTextureCubeFaces) { |
| 1679 | if (pEntry->m_timeSlicing == QSSGRenderReflectionProbe::ReflectionTimeSlicing::IndividualFaces) |
| 1680 | face = pEntry->m_timeSliceFace; |
| 1681 | |
| 1682 | QSSGRenderTextureCubeFace outFace = face; |
| 1683 | // Faces are swapped similarly to shadow maps due to differences in backends |
| 1684 | // Prefilter step handles correcting orientation differences in the final render |
| 1685 | if (swapYFaces) { |
| 1686 | if (outFace == QSSGRenderTextureCubeFace::PosY) |
| 1687 | outFace = QSSGRenderTextureCubeFace::NegY; |
| 1688 | else if (outFace == QSSGRenderTextureCubeFace::NegY) |
| 1689 | outFace = QSSGRenderTextureCubeFace::PosY; |
| 1690 | } |
| 1691 | QRhiTextureRenderTarget *rt = pEntry->m_rhiRenderTargets[quint8(outFace)]; |
| 1692 | cb->beginPass(rt, colorClearValue: reflectionProbes[i]->clearColor, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 1693 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rt)); |
| 1694 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1695 | |
| 1696 | if (renderSkybox && pEntry->m_skyBoxSrbs[quint8(face)]) { |
| 1697 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 1698 | const bool isSkyBox = inData.layer.background == QSSGRenderLayer::Background::SkyBox; |
| 1699 | const auto &shaderPipeline = isSkyBox ? shaderCache->getBuiltInRhiShaders().getRhiSkyBoxShader(tonemapMode: QSSGRenderLayer::TonemapMode::None, isRGBE: inData.layer.skyBoxIsRgbe8, viewCount: 1) |
| 1700 | : shaderCache->getBuiltInRhiShaders().getRhiSkyBoxCubeShader(viewCount: 1); |
| 1701 | Q_ASSERT(shaderPipeline); |
| 1702 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps&: *ps, pipeline: shaderPipeline.get()); |
| 1703 | QRhiShaderResourceBindings *srb = pEntry->m_skyBoxSrbs[quint8(face)]; |
| 1704 | if (!renderPassDesc) |
| 1705 | renderPassDesc = rt->newCompatibleRenderPassDescriptor(); |
| 1706 | rt->setRenderPassDescriptor(renderPassDesc); |
| 1707 | isSkyBox ? renderer.rhiQuadRenderer()->recordRenderQuad(rhiCtx, ps, srb, rpDesc: renderPassDesc, flags: {}) |
| 1708 | : renderer.rhiCubeRenderer()->recordRenderCube(rhiCtx, ps, srb, rpDesc: renderPassDesc, flags: {}); |
| 1709 | } |
| 1710 | |
| 1711 | bool needsSetViewport = true; |
| 1712 | for (const auto &handle : reflectionPassObjects) |
| 1713 | rhiRenderRenderable(rhiCtx, state: *ps, object&: *handle.obj, needsSetViewport: &needsSetViewport, cubeFace: face); |
| 1714 | |
| 1715 | cb->endPass(); |
| 1716 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 1717 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QSSG_RENDERPASS_NAME("reflection_cube" , 0, outFace)); |
| 1718 | |
| 1719 | if (pEntry->m_timeSlicing == QSSGRenderReflectionProbe::ReflectionTimeSlicing::IndividualFaces) |
| 1720 | break; |
| 1721 | } |
| 1722 | if (renderPassDesc) |
| 1723 | renderPassDesc->deleteLater(); |
| 1724 | |
| 1725 | pEntry->renderMips(rhiCtx); |
| 1726 | |
| 1727 | if (pEntry->m_timeSlicing == QSSGRenderReflectionProbe::ReflectionTimeSlicing::IndividualFaces) |
| 1728 | pEntry->m_timeSliceFace = QSSGBaseTypeHelpers::next(face: pEntry->m_timeSliceFace); // Wraps |
| 1729 | |
| 1730 | if (reflectionProbes[i]->refreshMode == QSSGRenderReflectionProbe::ReflectionRefreshMode::FirstFrame) |
| 1731 | pEntry->m_rendered = true; |
| 1732 | |
| 1733 | reflectionProbes[i]->hasScheduledUpdate = false; |
| 1734 | pEntry->m_needsRender = false; |
| 1735 | } |
| 1736 | } |
| 1737 | |
| 1738 | bool RenderHelpers::rhiPrepareAoTexture(QSSGRhiContext *rhiCtx, |
| 1739 | const QSize &size, |
| 1740 | QSSGRhiRenderableTexture *renderableTex, |
| 1741 | quint8 viewCount) |
| 1742 | { |
| 1743 | QRhi *rhi = rhiCtx->rhi(); |
| 1744 | bool needsBuild = false; |
| 1745 | |
| 1746 | if (!renderableTex->texture) { |
| 1747 | QRhiTexture::Flags flags = QRhiTexture::RenderTarget; |
| 1748 | // the ambient occlusion texture is always non-msaa, even if multisampling is used in the main pass |
| 1749 | if (viewCount <= 1) |
| 1750 | renderableTex->texture = rhi->newTexture(format: QRhiTexture::RGBA8, pixelSize: size, sampleCount: 1, flags); |
| 1751 | else |
| 1752 | renderableTex->texture = rhi->newTextureArray(format: QRhiTexture::RGBA8, arraySize: viewCount, pixelSize: size, sampleCount: 1, flags); |
| 1753 | needsBuild = true; |
| 1754 | } else if (renderableTex->texture->pixelSize() != size) { |
| 1755 | renderableTex->texture->setPixelSize(size); |
| 1756 | needsBuild = true; |
| 1757 | } |
| 1758 | |
| 1759 | if (needsBuild) { |
| 1760 | if (!renderableTex->texture->create()) { |
| 1761 | qWarning(msg: "Failed to build ambient occlusion texture (size %dx%d)" , size.width(), size.height()); |
| 1762 | renderableTex->reset(); |
| 1763 | return false; |
| 1764 | } |
| 1765 | renderableTex->resetRenderTarget(); |
| 1766 | QRhiTextureRenderTargetDescription desc; |
| 1767 | QRhiColorAttachment colorAttachment(renderableTex->texture); |
| 1768 | colorAttachment.setMultiViewCount(viewCount); |
| 1769 | desc.setColorAttachments({ colorAttachment }); |
| 1770 | renderableTex->rt = rhi->newTextureRenderTarget(desc); |
| 1771 | renderableTex->rt->setName(QByteArrayLiteral("Ambient occlusion" )); |
| 1772 | renderableTex->rpDesc = renderableTex->rt->newCompatibleRenderPassDescriptor(); |
| 1773 | renderableTex->rt->setRenderPassDescriptor(renderableTex->rpDesc); |
| 1774 | if (!renderableTex->rt->create()) { |
| 1775 | qWarning(msg: "Failed to build render target for ambient occlusion texture" ); |
| 1776 | renderableTex->reset(); |
| 1777 | return false; |
| 1778 | } |
| 1779 | } |
| 1780 | |
| 1781 | return true; |
| 1782 | } |
| 1783 | |
| 1784 | void RenderHelpers::rhiRenderAoTexture(QSSGRhiContext *rhiCtx, |
| 1785 | QSSGPassKey passKey, |
| 1786 | QSSGRenderer &renderer, |
| 1787 | QSSGRhiShaderPipeline &shaderPipeline, |
| 1788 | QSSGRhiGraphicsPipelineState &ps, |
| 1789 | const QSSGAmbientOcclusionSettings &ao, |
| 1790 | const QSSGRhiRenderableTexture &rhiAoTexture, |
| 1791 | const QSSGRhiRenderableTexture &rhiDepthTexture, |
| 1792 | const QSSGRenderCamera &camera) |
| 1793 | { |
| 1794 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 1795 | |
| 1796 | // no texelFetch in GLSL <= 120 and GLSL ES 100 |
| 1797 | if (!rhiCtx->rhi()->isFeatureSupported(feature: QRhi::TexelFetch)) { |
| 1798 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1799 | // just clear and stop there |
| 1800 | cb->beginPass(rt: rhiAoTexture.rt, colorClearValue: Qt::white, depthStencilClearValue: { 1.0f, 0 }); |
| 1801 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rhiAoTexture.rt)); |
| 1802 | cb->endPass(); |
| 1803 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 1804 | return; |
| 1805 | } |
| 1806 | |
| 1807 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: &shaderPipeline); |
| 1808 | |
| 1809 | const float R2 = ao.aoDistance * ao.aoDistance * 0.16f; |
| 1810 | const QSize textureSize = rhiAoTexture.texture->pixelSize(); |
| 1811 | const float rw = float(textureSize.width()); |
| 1812 | const float rh = float(textureSize.height()); |
| 1813 | const float fov = camera.fov.asVerticalFov(aspectRatio: rw / rh).radians(); |
| 1814 | const float tanHalfFovY = tanf(x: 0.5f * fov * (rh / rw)); |
| 1815 | const float invFocalLenX = tanHalfFovY * (rw / rh); |
| 1816 | |
| 1817 | const QVector4D aoProps(ao.aoStrength * 0.01f, ao.aoDistance * 0.4f, ao.aoSoftness * 0.02f, ao.aoBias); |
| 1818 | const QVector4D aoProps2(float(ao.aoSamplerate), (ao.aoDither) ? 1.0f : 0.0f, 0.0f, 0.0f); |
| 1819 | const QVector4D aoScreenConst(1.0f / R2, rh / (2.0f * tanHalfFovY), 1.0f / rw, 1.0f / rh); |
| 1820 | const QVector4D uvToEyeConst(2.0f * invFocalLenX, -2.0f * tanHalfFovY, -invFocalLenX, tanHalfFovY); |
| 1821 | const QVector2D cameraProps = camera.clipPlanes; |
| 1822 | |
| 1823 | // layout(std140, binding = 0) uniform buf { |
| 1824 | // vec4 aoProperties; |
| 1825 | // vec4 aoProperties2; |
| 1826 | // vec4 aoScreenConst; |
| 1827 | // vec4 uvToEyeConst; |
| 1828 | // vec2 cameraProperties; |
| 1829 | |
| 1830 | const int UBUF_SIZE = 72; |
| 1831 | QSSGRhiDrawCallData &dcd(rhiCtxD->drawCallData(key: { .cid: passKey, .model: nullptr, .entry: nullptr, .entryIdx: 0 })); |
| 1832 | if (!dcd.ubuf) { |
| 1833 | dcd.ubuf = rhiCtx->rhi()->newBuffer(type: QRhiBuffer::Dynamic, usage: QRhiBuffer::UniformBuffer, size: UBUF_SIZE); |
| 1834 | dcd.ubuf->create(); |
| 1835 | } |
| 1836 | |
| 1837 | char *ubufData = dcd.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 1838 | memcpy(dest: ubufData, src: &aoProps, n: 16); |
| 1839 | memcpy(dest: ubufData + 16, src: &aoProps2, n: 16); |
| 1840 | memcpy(dest: ubufData + 32, src: &aoScreenConst, n: 16); |
| 1841 | memcpy(dest: ubufData + 48, src: &uvToEyeConst, n: 16); |
| 1842 | memcpy(dest: ubufData + 64, src: &cameraProps, n: 8); |
| 1843 | dcd.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 1844 | |
| 1845 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, .magFilter: QRhiSampler::Nearest, .mipmap: QRhiSampler::None, |
| 1846 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 1847 | QSSGRhiShaderResourceBindingList bindings; |
| 1848 | bindings.addUniformBuffer(binding: 0, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf); |
| 1849 | // binding 1 is either a sampler2D or sampler2DArray, matching |
| 1850 | // rhiDepthTexture.texture, no special casing needed here |
| 1851 | bindings.addTexture(binding: 1, stage: QRhiShaderResourceBinding::FragmentStage, tex: rhiDepthTexture.texture, sampler); |
| 1852 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 1853 | |
| 1854 | renderer.rhiQuadRenderer()->prepareQuad(rhiCtx, maybeRub: nullptr); |
| 1855 | renderer.rhiQuadRenderer()->recordRenderQuadPass(rhiCtx, ps: &ps, srb, rt: rhiAoTexture.rt, flags: {}); |
| 1856 | } |
| 1857 | |
| 1858 | bool RenderHelpers::rhiPrepareScreenTexture(QSSGRhiContext *rhiCtx, |
| 1859 | const QSize &size, |
| 1860 | bool wantsMips, |
| 1861 | QSSGRhiRenderableTexture *renderableTex, |
| 1862 | quint8 viewCount) |
| 1863 | { |
| 1864 | QRhi *rhi = rhiCtx->rhi(); |
| 1865 | bool needsBuild = false; |
| 1866 | QRhiTexture::Flags flags = QRhiTexture::RenderTarget; |
| 1867 | if (wantsMips) |
| 1868 | flags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips; |
| 1869 | |
| 1870 | if (!renderableTex->texture) { |
| 1871 | // always non-msaa, even if multisampling is used in the main pass |
| 1872 | if (viewCount <= 1) |
| 1873 | renderableTex->texture = rhi->newTexture(format: QRhiTexture::RGBA8, pixelSize: size, sampleCount: 1, flags); |
| 1874 | else |
| 1875 | renderableTex->texture = rhi->newTextureArray(format: QRhiTexture::RGBA8, arraySize: viewCount, pixelSize: size, sampleCount: 1, flags); |
| 1876 | needsBuild = true; |
| 1877 | } else if (renderableTex->texture->pixelSize() != size) { |
| 1878 | renderableTex->texture->setPixelSize(size); |
| 1879 | needsBuild = true; |
| 1880 | } |
| 1881 | |
| 1882 | if (!renderableTex->depthStencil && !renderableTex->depthTexture) { |
| 1883 | if (viewCount <= 1) |
| 1884 | renderableTex->depthStencil = rhi->newRenderBuffer(type: QRhiRenderBuffer::DepthStencil, pixelSize: size); |
| 1885 | else |
| 1886 | renderableTex->depthTexture = rhi->newTextureArray(format: QRhiTexture::D24S8, arraySize: viewCount, pixelSize: size, sampleCount: 1, flags: QRhiTexture::RenderTarget); |
| 1887 | needsBuild = true; |
| 1888 | } else { |
| 1889 | if (renderableTex->depthStencil && renderableTex->depthStencil->pixelSize() != size) { |
| 1890 | renderableTex->depthStencil->setPixelSize(size); |
| 1891 | needsBuild = true; |
| 1892 | } else if (renderableTex->depthTexture && renderableTex->depthTexture->pixelSize() != size) { |
| 1893 | renderableTex->depthTexture->setPixelSize(size); |
| 1894 | needsBuild = true; |
| 1895 | } |
| 1896 | } |
| 1897 | |
| 1898 | if (needsBuild) { |
| 1899 | if (!renderableTex->texture->create()) { |
| 1900 | qWarning(msg: "Failed to build screen texture (size %dx%d)" , size.width(), size.height()); |
| 1901 | renderableTex->reset(); |
| 1902 | return false; |
| 1903 | } |
| 1904 | if (renderableTex->depthStencil && !renderableTex->depthStencil->create()) { |
| 1905 | qWarning(msg: "Failed to build depth-stencil buffer for screen texture (size %dx%d)" , |
| 1906 | size.width(), size.height()); |
| 1907 | renderableTex->reset(); |
| 1908 | return false; |
| 1909 | } else if (renderableTex->depthTexture && !renderableTex->depthTexture->create()) { |
| 1910 | qWarning(msg: "Failed to build depth-stencil texture array (multiview) for screen texture (size %dx%d)" , |
| 1911 | size.width(), size.height()); |
| 1912 | renderableTex->reset(); |
| 1913 | return false; |
| 1914 | } |
| 1915 | renderableTex->resetRenderTarget(); |
| 1916 | QRhiTextureRenderTargetDescription desc; |
| 1917 | QRhiColorAttachment colorAttachment(renderableTex->texture); |
| 1918 | colorAttachment.setMultiViewCount(viewCount); |
| 1919 | desc.setColorAttachments({ colorAttachment }); |
| 1920 | if (renderableTex->depthStencil) |
| 1921 | desc.setDepthStencilBuffer(renderableTex->depthStencil); |
| 1922 | else if (renderableTex->depthTexture) |
| 1923 | desc.setDepthTexture(renderableTex->depthTexture); |
| 1924 | renderableTex->rt = rhi->newTextureRenderTarget(desc); |
| 1925 | renderableTex->rt->setName(QByteArrayLiteral("Screen texture" )); |
| 1926 | renderableTex->rpDesc = renderableTex->rt->newCompatibleRenderPassDescriptor(); |
| 1927 | renderableTex->rt->setRenderPassDescriptor(renderableTex->rpDesc); |
| 1928 | if (!renderableTex->rt->create()) { |
| 1929 | qWarning(msg: "Failed to build render target for screen texture" ); |
| 1930 | renderableTex->reset(); |
| 1931 | return false; |
| 1932 | } |
| 1933 | } |
| 1934 | |
| 1935 | return true; |
| 1936 | } |
| 1937 | |
| 1938 | void RenderHelpers::rhiPrepareGrid(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer) |
| 1939 | { |
| 1940 | QSSG_ASSERT(layer.renderData, return); |
| 1941 | |
| 1942 | const auto *renderData = layer.renderData; |
| 1943 | |
| 1944 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 1945 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1946 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D prepare grid" )); |
| 1947 | |
| 1948 | QSSGRhiShaderResourceBindingList bindings; |
| 1949 | |
| 1950 | int uniformBinding = 0; |
| 1951 | const int ubufSize = cameras.count() >= 2 ? 276 : 148; |
| 1952 | |
| 1953 | QSSGRhiDrawCallData &dcd(rhiCtxD->drawCallData(key: { .cid: passKey, .model: nullptr, .entry: nullptr, .entryIdx: 0 })); // Change to Grid? |
| 1954 | |
| 1955 | QRhi *rhi = rhiCtx->rhi(); |
| 1956 | if (!dcd.ubuf) { |
| 1957 | dcd.ubuf = rhi->newBuffer(type: QRhiBuffer::Dynamic, usage: QRhiBuffer::UniformBuffer, size: ubufSize); |
| 1958 | dcd.ubuf->create(); |
| 1959 | } |
| 1960 | |
| 1961 | // Param |
| 1962 | const auto clipPlanes = cameras[0]->clipPlanes; |
| 1963 | const float scale = layer.gridScale; |
| 1964 | const quint32 gridFlags = layer.gridFlags; |
| 1965 | |
| 1966 | const float yFactor = rhi->isYUpInNDC() ? 1.0f : -1.0f; |
| 1967 | |
| 1968 | quint32 ubufOffset = 0; |
| 1969 | char *ubufData = dcd.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 1970 | |
| 1971 | QMatrix4x4 cameraGlobalTransform(Qt::Uninitialized); |
| 1972 | QMatrix4x4 viewProj(Qt::Uninitialized); |
| 1973 | for (qsizetype viewIdx = 0; viewIdx < cameras.count(); ++viewIdx) { |
| 1974 | cameraGlobalTransform = renderData->getGlobalTransform(node: *cameras[viewIdx]); |
| 1975 | cameras[viewIdx]->calculateViewProjectionMatrix(globalTransform: cameraGlobalTransform, outMatrix&: viewProj); |
| 1976 | QMatrix4x4 invViewProj = viewProj.inverted(); |
| 1977 | quint32 viewDataOffset = ubufOffset; |
| 1978 | memcpy(dest: ubufData + viewDataOffset + viewIdx * 64, src: viewProj.constData(), n: 64); |
| 1979 | viewDataOffset += 64 * cameras.count(); |
| 1980 | memcpy(dest: ubufData + viewDataOffset + viewIdx * 64, src: invViewProj.constData(), n: 64); |
| 1981 | } |
| 1982 | ubufOffset += (64 + 64) * cameras.count(); |
| 1983 | |
| 1984 | memcpy(dest: ubufData + ubufOffset, src: &clipPlanes, n: 8); |
| 1985 | ubufOffset += 8; |
| 1986 | memcpy(dest: ubufData + ubufOffset, src: &scale, n: 4); |
| 1987 | ubufOffset += 4; |
| 1988 | memcpy(dest: ubufData + ubufOffset, src: &yFactor, n: 4); |
| 1989 | ubufOffset += 4; |
| 1990 | memcpy(dest: ubufData + ubufOffset, src: &gridFlags, n: 4); |
| 1991 | |
| 1992 | dcd.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 1993 | |
| 1994 | bindings.addUniformBuffer(binding: uniformBinding, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf); |
| 1995 | |
| 1996 | layer.gridSrb = rhiCtxD->srb(bindings); |
| 1997 | renderer.rhiQuadRenderer()->prepareQuad(rhiCtx, maybeRub: nullptr); |
| 1998 | |
| 1999 | cb->debugMarkEnd(); |
| 2000 | } |
| 2001 | |
| 2002 | static void rhiPrepareSkyBox_helper(QSSGRhiContext *rhiCtx, |
| 2003 | QSSGPassKey passKey, |
| 2004 | QSSGRenderLayer &layer, |
| 2005 | QSSGRenderCameraList &cameras, |
| 2006 | QSSGRenderer &renderer, |
| 2007 | QSSGReflectionMapEntry *entry = nullptr, |
| 2008 | QSSGRenderTextureCubeFace cubeFace = QSSGRenderTextureCubeFaceNone) |
| 2009 | { |
| 2010 | QSSG_ASSERT(layer.renderData, return); |
| 2011 | |
| 2012 | const auto *renderData = layer.renderData; |
| 2013 | |
| 2014 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 2015 | const bool cubeMapMode = layer.background == QSSGRenderLayer::Background::SkyBoxCubeMap; |
| 2016 | const QSSGRenderImageTexture lightProbeTexture = |
| 2017 | cubeMapMode ? renderer.contextInterface()->bufferManager()->loadRenderImage(image: layer.skyBoxCubeMap, inMipMode: QSSGBufferManager::MipModeDisable) |
| 2018 | : renderer.contextInterface()->bufferManager()->loadRenderImage(image: layer.lightProbe, inMipMode: QSSGBufferManager::MipModeBsdf); |
| 2019 | const bool hasValidTexture = lightProbeTexture.m_texture != nullptr; |
| 2020 | if (hasValidTexture) { |
| 2021 | if (cubeFace == QSSGRenderTextureCubeFaceNone) |
| 2022 | layer.skyBoxIsRgbe8 = lightProbeTexture.m_flags.isRgbe8(); |
| 2023 | |
| 2024 | QSSGRhiShaderResourceBindingList bindings; |
| 2025 | |
| 2026 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, |
| 2027 | .magFilter: QRhiSampler::Linear, |
| 2028 | .mipmap: cubeMapMode ? QRhiSampler::None : QRhiSampler::Linear, // cube map doesn't have mipmaps |
| 2029 | .hTiling: QRhiSampler::Repeat, |
| 2030 | .vTiling: QRhiSampler::ClampToEdge, |
| 2031 | .zTiling: QRhiSampler::Repeat }); |
| 2032 | int samplerBinding = 1; //the shader code is hand-written, so we don't need to look that up |
| 2033 | const quint32 ubufSize = cameras.count() >= 2 ? 416 : 240; // same ubuf layout for both skybox and skyboxcube |
| 2034 | bindings.addTexture(binding: samplerBinding, |
| 2035 | stage: QRhiShaderResourceBinding::FragmentStage, |
| 2036 | tex: lightProbeTexture.m_texture, sampler); |
| 2037 | |
| 2038 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face: cubeFace); |
| 2039 | const quintptr entryIdx = quintptr(cubeFace != QSSGRenderTextureCubeFaceNone) * cubeFaceIdx; |
| 2040 | QSSGRhiDrawCallData &dcd = rhiCtxD->drawCallData(key: { .cid: passKey, .model: nullptr, .entry: entry, .entryIdx: entryIdx }); |
| 2041 | |
| 2042 | QRhi *rhi = rhiCtx->rhi(); |
| 2043 | if (!dcd.ubuf) { |
| 2044 | dcd.ubuf = rhi->newBuffer(type: QRhiBuffer::Dynamic, usage: QRhiBuffer::UniformBuffer, size: ubufSize); |
| 2045 | dcd.ubuf->create(); |
| 2046 | } |
| 2047 | |
| 2048 | float adjustY = rhi->isYUpInNDC() ? 1.0f : -1.0f; |
| 2049 | const float exposure = layer.lightProbeSettings.probeExposure; |
| 2050 | // orientation |
| 2051 | const QMatrix3x3 &rotationMatrix(layer.lightProbeSettings.probeOrientation); |
| 2052 | const float blurAmount = layer.skyboxBlurAmount; |
| 2053 | const float maxMipLevel = float(lightProbeTexture.m_mipmapCount - 2); |
| 2054 | |
| 2055 | const QVector4D skyboxProperties = { |
| 2056 | adjustY, |
| 2057 | exposure, |
| 2058 | blurAmount, |
| 2059 | maxMipLevel |
| 2060 | }; |
| 2061 | |
| 2062 | char *ubufData = dcd.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 2063 | quint32 ubufOffset = 0; |
| 2064 | // skyboxProperties |
| 2065 | memcpy(dest: ubufData + ubufOffset, src: &skyboxProperties, n: 16); |
| 2066 | ubufOffset += 16; |
| 2067 | // orientation |
| 2068 | memcpy(dest: ubufData + ubufOffset, src: rotationMatrix.constData(), n: 12); |
| 2069 | ubufOffset += 16; |
| 2070 | memcpy(dest: ubufData + ubufOffset, src: (char *)rotationMatrix.constData() + 12, n: 12); |
| 2071 | ubufOffset += 16; |
| 2072 | memcpy(dest: ubufData + ubufOffset, src: (char *)rotationMatrix.constData() + 24, n: 12); |
| 2073 | ubufOffset += 16; |
| 2074 | |
| 2075 | for (qsizetype viewIdx = 0; viewIdx < cameras.count(); ++viewIdx) { |
| 2076 | const QMatrix4x4 &inverseProjection = cameras[viewIdx]->projection.inverted(); |
| 2077 | const QMatrix4x4 &viewMatrix = renderData->getGlobalTransform(node: *cameras[viewIdx]); |
| 2078 | QMatrix4x4 viewProjection(Qt::Uninitialized); // For cube mode |
| 2079 | cameras[viewIdx]->calculateViewProjectionWithoutTranslation(globalTransform: viewMatrix, near: 0.1f, far: 5.0f, outMatrix&: viewProjection); |
| 2080 | |
| 2081 | quint32 viewDataOffset = ubufOffset; |
| 2082 | memcpy(dest: ubufData + viewDataOffset + viewIdx * 64, src: viewProjection.constData(), n: 64); |
| 2083 | viewDataOffset += cameras.count() * 64; |
| 2084 | memcpy(dest: ubufData + viewDataOffset + viewIdx * 64, src: inverseProjection.constData(), n: 64); |
| 2085 | viewDataOffset += cameras.count() * 64; |
| 2086 | memcpy(dest: ubufData + viewDataOffset + viewIdx * 48, src: viewMatrix.constData(), n: 48); |
| 2087 | } |
| 2088 | dcd.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 2089 | |
| 2090 | bindings.addUniformBuffer(binding: 0, stage: RENDERER_VISIBILITY_ALL, buf: dcd.ubuf); |
| 2091 | |
| 2092 | if (cubeFace != QSSGRenderTextureCubeFaceNone) { |
| 2093 | const auto cubeFaceIdx = QSSGBaseTypeHelpers::indexOfCubeFace(face: cubeFace); |
| 2094 | entry->m_skyBoxSrbs[cubeFaceIdx] = rhiCtxD->srb(bindings); |
| 2095 | } else { |
| 2096 | layer.skyBoxSrb = rhiCtxD->srb(bindings); |
| 2097 | } |
| 2098 | |
| 2099 | if (cubeMapMode) |
| 2100 | renderer.rhiCubeRenderer()->prepareCube(rhiCtx, maybeRub: nullptr); |
| 2101 | else |
| 2102 | renderer.rhiQuadRenderer()->prepareQuad(rhiCtx, maybeRub: nullptr); |
| 2103 | } |
| 2104 | } |
| 2105 | |
| 2106 | void RenderHelpers::rhiPrepareSkyBox(QSSGRhiContext *rhiCtx, |
| 2107 | QSSGPassKey passKey, |
| 2108 | QSSGRenderLayer &layer, |
| 2109 | QSSGRenderCameraList &cameras, |
| 2110 | QSSGRenderer &renderer) |
| 2111 | { |
| 2112 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 2113 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D prepare skybox" )); |
| 2114 | |
| 2115 | rhiPrepareSkyBox_helper(rhiCtx, passKey, layer, cameras, renderer); |
| 2116 | |
| 2117 | cb->debugMarkEnd(); |
| 2118 | } |
| 2119 | |
| 2120 | void RenderHelpers::rhiPrepareSkyBoxForReflectionMap(QSSGRhiContext *rhiCtx, |
| 2121 | QSSGPassKey passKey, |
| 2122 | QSSGRenderLayer &layer, |
| 2123 | QSSGRenderCamera &inCamera, |
| 2124 | QSSGRenderer &renderer, |
| 2125 | QSSGReflectionMapEntry *entry, |
| 2126 | QSSGRenderTextureCubeFace cubeFace) |
| 2127 | { |
| 2128 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 2129 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D prepare skybox for reflection cube map" )); |
| 2130 | |
| 2131 | QSSGRenderCameraList cameras({ &inCamera }); |
| 2132 | rhiPrepareSkyBox_helper(rhiCtx, passKey, layer, cameras, renderer, entry, cubeFace); |
| 2133 | |
| 2134 | cb->debugMarkEnd(); |
| 2135 | } |
| 2136 | |
| 2137 | bool RenderHelpers::rhiPrepareDepthPass(QSSGRhiContext *rhiCtx, |
| 2138 | QSSGPassKey passKey, |
| 2139 | const QSSGRhiGraphicsPipelineState &basePipelineState, |
| 2140 | QRhiRenderPassDescriptor *rpDesc, |
| 2141 | QSSGLayerRenderData &inData, |
| 2142 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 2143 | const QSSGRenderableObjectList &sortedTransparentObjects, |
| 2144 | int samples, |
| 2145 | int viewCount) |
| 2146 | { |
| 2147 | static const auto rhiPrepareDepthPassForObject = [](QSSGRhiContext *rhiCtx, |
| 2148 | QSSGPassKey passKey, |
| 2149 | QSSGLayerRenderData &inData, |
| 2150 | QSSGRenderableObject *obj, |
| 2151 | QRhiRenderPassDescriptor *rpDesc, |
| 2152 | QSSGRhiGraphicsPipelineState *ps) { |
| 2153 | QSSGRhiShaderPipelinePtr shaderPipeline; |
| 2154 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 2155 | |
| 2156 | const bool isOpaqueDepthPrePass = obj->depthWriteMode == QSSGDepthDrawMode::OpaquePrePass; |
| 2157 | QSSGShaderFeatures featureSet; |
| 2158 | featureSet.set(feature: QSSGShaderFeatures::Feature::DepthPass, val: true); |
| 2159 | if (isOpaqueDepthPrePass) |
| 2160 | featureSet.set(feature: QSSGShaderFeatures::Feature::OpaqueDepthPrePass, val: true); |
| 2161 | |
| 2162 | QSSGRhiDrawCallData *dcd = nullptr; |
| 2163 | if (obj->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || obj->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 2164 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(*obj)); |
| 2165 | const void *modelNode = &subsetRenderable.modelContext.model; |
| 2166 | dcd = &rhiCtxD->drawCallData(key: { .cid: passKey, .model: modelNode, .entry: &subsetRenderable.material, .entryIdx: 0 }); |
| 2167 | } |
| 2168 | |
| 2169 | if (obj->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset) { |
| 2170 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(*obj)); |
| 2171 | const auto &material = static_cast<const QSSGRenderDefaultMaterial &>(subsetRenderable.getMaterial()); |
| 2172 | ps->cullMode = QSSGRhiHelpers::toCullMode(cullFaceMode: material.cullMode); |
| 2173 | |
| 2174 | shaderPipeline = shadersForDefaultMaterial(ps, subsetRenderable, featureSet); |
| 2175 | if (shaderPipeline) { |
| 2176 | shaderPipeline->ensureCombinedUniformBuffer(ubuf: &dcd->ubuf); |
| 2177 | char *ubufData = dcd->ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 2178 | updateUniformsForDefaultMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, subsetRenderable, cameras: inData.renderedCameras, depthAdjust: nullptr, alteredModelViewProjection: nullptr); |
| 2179 | dcd->ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 2180 | } else { |
| 2181 | return false; |
| 2182 | } |
| 2183 | } else if (obj->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 2184 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(*obj)); |
| 2185 | |
| 2186 | const auto &customMaterial = static_cast<const QSSGRenderCustomMaterial &>(subsetRenderable.getMaterial()); |
| 2187 | |
| 2188 | ps->cullMode = QSSGRhiHelpers::toCullMode(cullFaceMode: customMaterial.m_cullMode); |
| 2189 | |
| 2190 | QSSGCustomMaterialSystem &customMaterialSystem(*subsetRenderable.renderer->contextInterface()->customMaterialSystem().get()); |
| 2191 | shaderPipeline = customMaterialSystem.shadersForCustomMaterial(ps, material: customMaterial, renderable&: subsetRenderable, defaultMaterialShaderKeyProperties: inData.getDefaultMaterialPropertyTable(), featureSet); |
| 2192 | |
| 2193 | if (shaderPipeline) { |
| 2194 | shaderPipeline->ensureCombinedUniformBuffer(ubuf: &dcd->ubuf); |
| 2195 | char *ubufData = dcd->ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 2196 | customMaterialSystem.updateUniformsForCustomMaterial(shaderPipeline&: *shaderPipeline, rhiCtx, inData, ubufData, ps, material: customMaterial, renderable&: subsetRenderable, |
| 2197 | cameras: inData.renderedCameras, depthAdjust: nullptr, alteredModelViewProjection: nullptr); |
| 2198 | dcd->ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 2199 | } else { |
| 2200 | return false; |
| 2201 | } |
| 2202 | } |
| 2203 | |
| 2204 | // the rest is common, only relying on QSSGSubsetRenderableBase, not the subclasses |
| 2205 | if (obj->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || obj->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 2206 | QSSGSubsetRenderable &subsetRenderable(static_cast<QSSGSubsetRenderable &>(*obj)); |
| 2207 | auto &ia = QSSGRhiInputAssemblerStatePrivate::get(ps&: *ps); |
| 2208 | ia = subsetRenderable.subset.rhi.ia; |
| 2209 | |
| 2210 | const QSSGRenderCameraDataList &cameraDatas(*inData.renderedCameraData); |
| 2211 | int instanceBufferBinding = setupInstancing(renderable: &subsetRenderable, ps, rhiCtx, cameraDirection: cameraDatas[0].direction, cameraPosition: cameraDatas[0].position); |
| 2212 | QSSGRhiHelpers::bakeVertexInputLocations(ia: &ia, shaders: *shaderPipeline, instanceBufferBinding); |
| 2213 | |
| 2214 | QSSGRhiShaderResourceBindingList bindings; |
| 2215 | bindings.addUniformBuffer(binding: 0, stage: RENDERER_VISIBILITY_ALL, buf: dcd->ubuf); |
| 2216 | |
| 2217 | // Depth and SSAO textures, in case a custom material's shader code does something with them. |
| 2218 | addDepthTextureBindings(rhiCtx, shaderPipeline: shaderPipeline.get(), bindings); |
| 2219 | |
| 2220 | if (isOpaqueDepthPrePass) { |
| 2221 | addOpaqueDepthPrePassBindings(rhiCtx, |
| 2222 | shaderPipeline: shaderPipeline.get(), |
| 2223 | renderableImage: subsetRenderable.firstImage, |
| 2224 | bindings, |
| 2225 | isCustomMaterialMeshSubset: (obj->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset)); |
| 2226 | } |
| 2227 | |
| 2228 | // Skinning |
| 2229 | if (QRhiTexture *boneTexture = inData.getBonemapTexture(modelContext: subsetRenderable.modelContext)) { |
| 2230 | int binding = shaderPipeline->bindingForTexture(name: "qt_boneTexture" ); |
| 2231 | if (binding >= 0) { |
| 2232 | QRhiSampler *boneSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 2233 | .magFilter: QRhiSampler::Nearest, |
| 2234 | .mipmap: QRhiSampler::None, |
| 2235 | .hTiling: QRhiSampler::ClampToEdge, |
| 2236 | .vTiling: QRhiSampler::ClampToEdge, |
| 2237 | .zTiling: QRhiSampler::Repeat |
| 2238 | }); |
| 2239 | bindings.addTexture(binding, |
| 2240 | stage: QRhiShaderResourceBinding::VertexStage, |
| 2241 | tex: boneTexture, |
| 2242 | sampler: boneSampler); |
| 2243 | } |
| 2244 | } |
| 2245 | |
| 2246 | // Morphing |
| 2247 | auto *targetsTexture = subsetRenderable.subset.rhi.targetsTexture; |
| 2248 | if (targetsTexture) { |
| 2249 | int binding = shaderPipeline->bindingForTexture(name: "qt_morphTargetTexture" ); |
| 2250 | if (binding >= 0) { |
| 2251 | QRhiSampler *targetsSampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Nearest, |
| 2252 | .magFilter: QRhiSampler::Nearest, |
| 2253 | .mipmap: QRhiSampler::None, |
| 2254 | .hTiling: QRhiSampler::ClampToEdge, |
| 2255 | .vTiling: QRhiSampler::ClampToEdge, |
| 2256 | .zTiling: QRhiSampler::ClampToEdge |
| 2257 | }); |
| 2258 | bindings.addTexture(binding, stage: QRhiShaderResourceBinding::VertexStage, tex: subsetRenderable.subset.rhi.targetsTexture, sampler: targetsSampler); |
| 2259 | } |
| 2260 | } |
| 2261 | |
| 2262 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 2263 | |
| 2264 | subsetRenderable.rhiRenderData.depthPrePass.pipeline = rhiCtxD->pipeline(ps: *ps, |
| 2265 | rpDesc, |
| 2266 | srb); |
| 2267 | subsetRenderable.rhiRenderData.depthPrePass.srb = srb; |
| 2268 | } |
| 2269 | |
| 2270 | return true; |
| 2271 | }; |
| 2272 | |
| 2273 | // Phase 1 (prepare) for the Z prepass or the depth texture generation. |
| 2274 | // These renders opaque (Z prepass), or opaque and transparent (depth |
| 2275 | // texture), objects with depth test/write enabled, and color write |
| 2276 | // disabled, using a very simple set of shaders. |
| 2277 | |
| 2278 | QSSGRhiGraphicsPipelineState ps = basePipelineState; // viewport and others are filled out already |
| 2279 | // We took a copy of the pipeline state since we do not want to conflict |
| 2280 | // with what rhiPrepare() collects for its own use. So here just change |
| 2281 | // whatever we need. |
| 2282 | |
| 2283 | ps.samples = samples; |
| 2284 | ps.viewCount = viewCount; |
| 2285 | ps.flags |= { QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled, QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled }; |
| 2286 | ps.targetBlend[0].colorWrite = {}; |
| 2287 | |
| 2288 | for (const QSSGRenderableObjectHandle &handle : sortedOpaqueObjects) { |
| 2289 | if (!rhiPrepareDepthPassForObject(rhiCtx, passKey, inData, handle.obj, rpDesc, &ps)) |
| 2290 | return false; |
| 2291 | } |
| 2292 | |
| 2293 | for (const QSSGRenderableObjectHandle &handle : sortedTransparentObjects) { |
| 2294 | if (!rhiPrepareDepthPassForObject(rhiCtx, passKey, inData, handle.obj, rpDesc, &ps)) |
| 2295 | return false; |
| 2296 | } |
| 2297 | |
| 2298 | return true; |
| 2299 | } |
| 2300 | |
| 2301 | void RenderHelpers::rhiRenderDepthPass(QSSGRhiContext *rhiCtx, |
| 2302 | const QSSGRhiGraphicsPipelineState &pipelineState, |
| 2303 | const QSSGRenderableObjectList &sortedOpaqueObjects, |
| 2304 | const QSSGRenderableObjectList &sortedTransparentObjects, |
| 2305 | bool *needsSetViewport) |
| 2306 | { |
| 2307 | static const auto rhiRenderDepthPassForImp = [](QSSGRhiContext *rhiCtx, |
| 2308 | const QSSGRhiGraphicsPipelineState &pipelineState, |
| 2309 | const QSSGRenderableObjectList &objects, |
| 2310 | bool *needsSetViewport) { |
| 2311 | for (const auto &oh : objects) { |
| 2312 | QSSGRenderableObject *obj = oh.obj; |
| 2313 | |
| 2314 | // casts to SubsetRenderableBase so it works for both default and custom materials |
| 2315 | if (obj->type == QSSGRenderableObject::Type::DefaultMaterialMeshSubset || obj->type == QSSGRenderableObject::Type::CustomMaterialMeshSubset) { |
| 2316 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 2317 | QSSGSubsetRenderable *subsetRenderable(static_cast<QSSGSubsetRenderable *>(obj)); |
| 2318 | |
| 2319 | QRhiBuffer *vertexBuffer = subsetRenderable->subset.rhi.vertexBuffer->buffer(); |
| 2320 | QRhiBuffer *indexBuffer = subsetRenderable->subset.rhi.indexBuffer |
| 2321 | ? subsetRenderable->subset.rhi.indexBuffer->buffer() |
| 2322 | : nullptr; |
| 2323 | |
| 2324 | QRhiGraphicsPipeline *ps = subsetRenderable->rhiRenderData.depthPrePass.pipeline; |
| 2325 | if (!ps) |
| 2326 | return; |
| 2327 | |
| 2328 | QRhiShaderResourceBindings *srb = subsetRenderable->rhiRenderData.depthPrePass.srb; |
| 2329 | if (!srb) |
| 2330 | return; |
| 2331 | |
| 2332 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderCall); |
| 2333 | cb->setGraphicsPipeline(ps); |
| 2334 | cb->setShaderResources(srb); |
| 2335 | |
| 2336 | if (*needsSetViewport) { |
| 2337 | cb->setViewport(pipelineState.viewport); |
| 2338 | *needsSetViewport = false; |
| 2339 | } |
| 2340 | |
| 2341 | QRhiCommandBuffer::VertexInput vertexBuffers[2]; |
| 2342 | int vertexBufferCount = 1; |
| 2343 | vertexBuffers[0] = QRhiCommandBuffer::VertexInput(vertexBuffer, 0); |
| 2344 | quint32 instances = 1; |
| 2345 | if (subsetRenderable->modelContext.model.instancing()) { |
| 2346 | instances = subsetRenderable->modelContext.model.instanceCount(); |
| 2347 | vertexBuffers[1] = QRhiCommandBuffer::VertexInput(subsetRenderable->instanceBuffer, 0); |
| 2348 | vertexBufferCount = 2; |
| 2349 | } |
| 2350 | |
| 2351 | if (indexBuffer) { |
| 2352 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers, indexBuf: indexBuffer, indexOffset: 0, indexFormat: subsetRenderable->subset.rhi.indexBuffer->indexFormat()); |
| 2353 | cb->drawIndexed(indexCount: subsetRenderable->subset.count, instanceCount: instances, firstIndex: subsetRenderable->subset.offset); |
| 2354 | QSSGRHICTX_STAT(rhiCtx, drawIndexed(subsetRenderable->subset.count, instances)); |
| 2355 | } else { |
| 2356 | cb->setVertexInput(startBinding: 0, bindingCount: vertexBufferCount, bindings: vertexBuffers); |
| 2357 | cb->draw(vertexCount: subsetRenderable->subset.count, instanceCount: instances, firstVertex: subsetRenderable->subset.offset); |
| 2358 | QSSGRHICTX_STAT(rhiCtx, draw(subsetRenderable->subset.count, instances)); |
| 2359 | } |
| 2360 | Q_QUICK3D_PROFILE_END_WITH_IDS(QQuick3DProfiler::Quick3DRenderCall, (subsetRenderable->subset.count | quint64(instances) << 32), |
| 2361 | QVector<int>({subsetRenderable->modelContext.model.profilingId, |
| 2362 | subsetRenderable->material.profilingId})); |
| 2363 | } |
| 2364 | } |
| 2365 | }; |
| 2366 | |
| 2367 | rhiRenderDepthPassForImp(rhiCtx, pipelineState, sortedOpaqueObjects, needsSetViewport); |
| 2368 | rhiRenderDepthPassForImp(rhiCtx, pipelineState, sortedTransparentObjects, needsSetViewport); |
| 2369 | } |
| 2370 | |
| 2371 | bool RenderHelpers::rhiPrepareDepthTexture(QSSGRhiContext *rhiCtx, |
| 2372 | const QSize &size, |
| 2373 | QSSGRhiRenderableTexture *renderableTex, |
| 2374 | quint8 viewCount, |
| 2375 | int samples) |
| 2376 | { |
| 2377 | QRhi *rhi = rhiCtx->rhi(); |
| 2378 | bool needsBuild = false; |
| 2379 | |
| 2380 | if (!renderableTex->texture) { |
| 2381 | QRhiTexture::Format format = QRhiTexture::D32F; |
| 2382 | if (!rhi->isTextureFormatSupported(format)) |
| 2383 | format = QRhiTexture::D16; |
| 2384 | if (!rhi->isTextureFormatSupported(format)) |
| 2385 | qWarning(msg: "Depth texture not supported" ); |
| 2386 | if (viewCount <= 1) |
| 2387 | renderableTex->texture = rhiCtx->rhi()->newTexture(format, pixelSize: size, sampleCount: samples, flags: QRhiTexture::RenderTarget); |
| 2388 | else |
| 2389 | renderableTex->texture = rhiCtx->rhi()->newTextureArray(format, arraySize: viewCount, pixelSize: size, sampleCount: 1, flags: QRhiTexture::RenderTarget); |
| 2390 | needsBuild = true; |
| 2391 | } else if (renderableTex->texture->pixelSize() != size) { |
| 2392 | renderableTex->texture->setPixelSize(size); |
| 2393 | needsBuild = true; |
| 2394 | } |
| 2395 | |
| 2396 | if (needsBuild) { |
| 2397 | if (!renderableTex->texture->create()) { |
| 2398 | qWarning(msg: "Failed to build depth texture (size %dx%d, format %d)" , |
| 2399 | size.width(), size.height(), int(renderableTex->texture->format())); |
| 2400 | renderableTex->reset(); |
| 2401 | return false; |
| 2402 | } |
| 2403 | renderableTex->resetRenderTarget(); |
| 2404 | QRhiTextureRenderTargetDescription rtDesc; |
| 2405 | rtDesc.setDepthTexture(renderableTex->texture); |
| 2406 | renderableTex->rt = rhi->newTextureRenderTarget(desc: rtDesc); |
| 2407 | renderableTex->rt->setName(QByteArrayLiteral("Depth texture" )); |
| 2408 | renderableTex->rpDesc = renderableTex->rt->newCompatibleRenderPassDescriptor(); |
| 2409 | renderableTex->rt->setRenderPassDescriptor(renderableTex->rpDesc); |
| 2410 | if (!renderableTex->rt->create()) { |
| 2411 | qWarning(msg: "Failed to build render target for depth texture" ); |
| 2412 | renderableTex->reset(); |
| 2413 | return false; |
| 2414 | } |
| 2415 | } |
| 2416 | |
| 2417 | return true; |
| 2418 | } |
| 2419 | |
| 2420 | QT_END_NAMESPACE |
| 2421 | |