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qt 6.5.1 original
This commit is contained in:
32
tests/manual/rhi/cubemap_render/CMakeLists.txt
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32
tests/manual/rhi/cubemap_render/CMakeLists.txt
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@ -0,0 +1,32 @@
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# Copyright (C) 2022 The Qt Company Ltd.
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# SPDX-License-Identifier: BSD-3-Clause
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#####################################################################
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## cubemap_render Binary:
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#####################################################################
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qt_internal_add_manual_test(cubemap_render
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GUI
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SOURCES
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cubemap_render.cpp
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LIBRARIES
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Qt::Gui
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Qt::GuiPrivate
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)
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# Resources:
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set(cubemap_render_resource_files
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"cubemap_mrt.frag.qsb"
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"cubemap_mrt.vert.qsb"
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"cubemap_oneface.frag.qsb"
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"cubemap_oneface.vert.qsb"
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"cubemap_sample.frag.qsb"
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"cubemap_sample.vert.qsb"
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)
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qt_internal_add_resource(cubemap_render "cubemap_render"
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PREFIX
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"/"
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FILES
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${cubemap_render_resource_files}
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)
|
6
tests/manual/rhi/cubemap_render/buildshaders.bat
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6
tests/manual/rhi/cubemap_render/buildshaders.bat
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@ -0,0 +1,6 @@
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_oneface.vert -o cubemap_oneface.vert.qsb
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_oneface.frag -o cubemap_oneface.frag.qsb
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_mrt.vert -o cubemap_mrt.vert.qsb
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_mrt.frag -o cubemap_mrt.frag.qsb
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_sample.vert -o cubemap_sample.vert.qsb
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qsb --glsl "300 es,120" --hlsl 50 --msl 12 cubemap_sample.frag -o cubemap_sample.frag.qsb
|
28
tests/manual/rhi/cubemap_render/cubemap_mrt.frag
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28
tests/manual/rhi/cubemap_render/cubemap_mrt.frag
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@ -0,0 +1,28 @@
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#version 440
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layout(location = 0) out vec4 c0;
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layout(location = 1) out vec4 c1;
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layout(location = 2) out vec4 c2;
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layout(location = 3) out vec4 c3;
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layout(location = 4) out vec4 c4;
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layout(location = 5) out vec4 c5;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color0;
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vec3 color1;
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vec3 color2;
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vec3 color3;
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vec3 color4;
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vec3 color5;
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} ubuf;
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void main()
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{
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c0 = vec4(ubuf.color0, 1.0);
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c1 = vec4(ubuf.color1, 1.0);
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c2 = vec4(ubuf.color2, 1.0);
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c3 = vec4(ubuf.color3, 1.0);
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c4 = vec4(ubuf.color4, 1.0);
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c5 = vec4(ubuf.color5, 1.0);
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}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_mrt.frag.qsb
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BIN
tests/manual/rhi/cubemap_render/cubemap_mrt.frag.qsb
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Binary file not shown.
20
tests/manual/rhi/cubemap_render/cubemap_mrt.vert
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20
tests/manual/rhi/cubemap_render/cubemap_mrt.vert
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@ -0,0 +1,20 @@
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#version 440
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layout(location = 0) in vec4 position;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color0;
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vec3 color1;
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vec3 color2;
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vec3 color3;
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vec3 color4;
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vec3 color5;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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gl_Position = ubuf.mvp * position;
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}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_mrt.vert.qsb
Normal file
BIN
tests/manual/rhi/cubemap_render/cubemap_mrt.vert.qsb
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Binary file not shown.
13
tests/manual/rhi/cubemap_render/cubemap_oneface.frag
Normal file
13
tests/manual/rhi/cubemap_render/cubemap_oneface.frag
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@ -0,0 +1,13 @@
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#version 440
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color;
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} ubuf;
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void main()
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{
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fragColor = vec4(ubuf.color, 1.0);
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}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_oneface.frag.qsb
Normal file
BIN
tests/manual/rhi/cubemap_render/cubemap_oneface.frag.qsb
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Binary file not shown.
15
tests/manual/rhi/cubemap_render/cubemap_oneface.vert
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15
tests/manual/rhi/cubemap_render/cubemap_oneface.vert
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@ -0,0 +1,15 @@
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#version 440
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layout(location = 0) in vec4 position;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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vec3 color;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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gl_Position = ubuf.mvp * position;
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}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_oneface.vert.qsb
Normal file
BIN
tests/manual/rhi/cubemap_render/cubemap_oneface.vert.qsb
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Binary file not shown.
419
tests/manual/rhi/cubemap_render/cubemap_render.cpp
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419
tests/manual/rhi/cubemap_render/cubemap_render.cpp
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@ -0,0 +1,419 @@
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// Copyright (C) 2020 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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// Demonstrates rendering to two cubemaps in two different ways:
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// - one by one, to each face,
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// - if the supported max number of color attachments is greater than 4: in
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// one go with all 6 faces attached as render targets.
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//
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// Finally, show what we got in a skybox-ish thing. Press the arrow keys to
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// switch between the two cubemaps. (the only difference should be their
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// background clear color)
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#define EXAMPLEFW_KEYPRESS_EVENTS
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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// each face is 512x512
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static const QSize cubemapSize(512, 512);
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// each cubemap face gets a 256x256 quad in the center
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static float halfQuadVertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f,
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-0.5f, -0.5f,
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0.5f, -0.5f,
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0.5f, 0.5f,
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||||
};
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static quint16 halfQuadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiTexture *cubemap1 = nullptr;
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QRhiTexture *cubemap2 = nullptr;
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bool canDoMrt = false;
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QRhiBuffer *half_quad_vbuf = nullptr;
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QRhiBuffer *half_quad_ibuf = nullptr;
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QRhiBuffer *oneface_ubuf = nullptr;
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int ubufSizePerFace;
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QRhiTextureRenderTarget *oneface_rt[6];
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||||
QRhiRenderPassDescriptor *oneface_rp = nullptr;
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||||
QRhiShaderResourceBindings *oneface_srb = nullptr;
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||||
QRhiGraphicsPipeline *oneface_ps = nullptr;
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||||
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||||
QRhiBuffer *mrt_ubuf = nullptr;
|
||||
QRhiTextureRenderTarget *mrt_rt = nullptr;
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||||
QRhiRenderPassDescriptor *mrt_rp = nullptr;
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||||
QRhiShaderResourceBindings *mrt_srb = nullptr;
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||||
QRhiGraphicsPipeline *mrt_ps = nullptr;
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||||
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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||||
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||||
QRhiResourceUpdateBatch *initialUpdates = nullptr;
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||||
QMatrix4x4 winProj;
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float rx = 0;
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||||
} d;
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void initializePerFaceRendering(QRhi *rhi)
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{
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d.cubemap1 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
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d.cubemap1->create();
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d.releasePool << d.cubemap1;
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d.ubufSizePerFace = rhi->ubufAligned(64 + 12);
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||||
d.oneface_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.ubufSizePerFace * 6);
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d.oneface_ubuf->create();
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d.releasePool << d.oneface_ubuf;
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||||
for (int face = 0; face < 6; ++face) {
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QRhiColorAttachment att(d.cubemap1);
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att.setLayer(face);
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QRhiTextureRenderTargetDescription rtDesc(att);
|
||||
d.oneface_rt[face] = rhi->newTextureRenderTarget(rtDesc);
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if (face == 0) {
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d.oneface_rp = d.oneface_rt[0]->newCompatibleRenderPassDescriptor();
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||||
d.releasePool << d.oneface_rp;
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||||
}
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d.oneface_rt[face]->setRenderPassDescriptor(d.oneface_rp);
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d.oneface_rt[face]->create();
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||||
d.releasePool << d.oneface_rt[face];
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||||
}
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||||
|
||||
d.oneface_srb = rhi->newShaderResourceBindings();
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||||
const QRhiShaderResourceBinding::StageFlags visibility =
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||||
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
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||||
d.oneface_srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, visibility, d.oneface_ubuf, 64 + 12)
|
||||
});
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||||
d.oneface_srb->create();
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||||
d.releasePool << d.oneface_srb;
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||||
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d.oneface_ps = rhi->newGraphicsPipeline();
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||||
d.oneface_ps->setShaderStages({
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||||
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_oneface.vert.qsb")) },
|
||||
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_oneface.frag.qsb")) }
|
||||
});
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 2 * sizeof(float) }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||||
});
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||||
d.oneface_ps->setVertexInputLayout(inputLayout);
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||||
d.oneface_ps->setShaderResourceBindings(d.oneface_srb);
|
||||
d.oneface_ps->setRenderPassDescriptor(d.oneface_rp);
|
||||
d.oneface_ps->create();
|
||||
d.releasePool << d.oneface_ps;
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|
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// wasteful to duplicate the mvp as well but will do for now
|
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for (int face = 0; face < 6; ++face) {
|
||||
const int offset = d.ubufSizePerFace * face;
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||||
QMatrix4x4 identity;
|
||||
d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset, 64, identity.constData());
|
||||
// will use a different color for each face
|
||||
QColor c;
|
||||
switch (face) {
|
||||
case 0:
|
||||
c = Qt::red;
|
||||
break;
|
||||
case 1:
|
||||
c = Qt::green;
|
||||
break;
|
||||
case 2:
|
||||
c = Qt::blue;
|
||||
break;
|
||||
case 3:
|
||||
c = Qt::yellow;
|
||||
break;
|
||||
case 4:
|
||||
c = Qt::lightGray;
|
||||
break;
|
||||
case 5:
|
||||
c = Qt::cyan;
|
||||
break;
|
||||
}
|
||||
float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
|
||||
d.initialUpdates->updateDynamicBuffer(d.oneface_ubuf, offset + 64, 12, color);
|
||||
}
|
||||
}
|
||||
|
||||
// 6 render passes, 1 draw call each, targeting one cubemap face at a time
|
||||
void renderPerFace(QRhiCommandBuffer *cb)
|
||||
{
|
||||
for (int face = 0; face < 6; ++face) {
|
||||
cb->beginPass(d.oneface_rt[face], Qt::black, { 1.0f, 0 });
|
||||
cb->setGraphicsPipeline(d.oneface_ps);
|
||||
cb->setViewport({ 0, 0,
|
||||
float(d.oneface_rt[face]->pixelSize().width()),
|
||||
float(d.oneface_rt[face]->pixelSize().height()) });
|
||||
const QRhiCommandBuffer::DynamicOffset dynamicOffset(0, face * d.ubufSizePerFace);
|
||||
cb->setShaderResources(nullptr, 1, &dynamicOffset);
|
||||
QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
|
||||
cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||||
cb->drawIndexed(6);
|
||||
cb->endPass();
|
||||
}
|
||||
}
|
||||
|
||||
void initializeMrtRendering(QRhi *rhi)
|
||||
{
|
||||
d.cubemap2 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget);
|
||||
d.cubemap2->create();
|
||||
d.releasePool << d.cubemap2;
|
||||
|
||||
d.mrt_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 6 * 16); // note that vec3 is aligned to 16 bytes
|
||||
d.mrt_ubuf->create();
|
||||
d.releasePool << d.mrt_ubuf;
|
||||
|
||||
QVarLengthArray<QRhiColorAttachment, 6> attachments;
|
||||
for (int face = 0; face < 6; ++face) {
|
||||
QRhiColorAttachment att(d.cubemap2);
|
||||
att.setLayer(face);
|
||||
attachments.append(att);
|
||||
}
|
||||
QRhiTextureRenderTargetDescription rtDesc;
|
||||
rtDesc.setColorAttachments(attachments.cbegin(), attachments.cend());
|
||||
d.mrt_rt = rhi->newTextureRenderTarget(rtDesc);
|
||||
d.mrt_rp = d.mrt_rt->newCompatibleRenderPassDescriptor();
|
||||
d.releasePool << d.mrt_rp;
|
||||
d.mrt_rt->setRenderPassDescriptor(d.mrt_rp);
|
||||
d.mrt_rt->create();
|
||||
d.releasePool << d.mrt_rt;
|
||||
|
||||
d.mrt_srb = rhi->newShaderResourceBindings();
|
||||
const QRhiShaderResourceBinding::StageFlags visibility =
|
||||
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
|
||||
d.mrt_srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, visibility, d.mrt_ubuf)
|
||||
});
|
||||
d.mrt_srb->create();
|
||||
d.releasePool << d.mrt_srb;
|
||||
|
||||
d.mrt_ps = rhi->newGraphicsPipeline();
|
||||
d.mrt_ps->setShaderStages({
|
||||
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/cubemap_mrt.vert.qsb")) },
|
||||
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/cubemap_mrt.frag.qsb")) }
|
||||
});
|
||||
QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 6> targetBlends;
|
||||
for (int face = 0; face < 6; ++face)
|
||||
targetBlends.append({}); // default to blend = false, color write = all, which is good
|
||||
d.mrt_ps->setTargetBlends(targetBlends.cbegin(), targetBlends.cend());
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 2 * sizeof(float) }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||||
});
|
||||
d.mrt_ps->setVertexInputLayout(inputLayout);
|
||||
d.mrt_ps->setShaderResourceBindings(d.mrt_srb);
|
||||
d.mrt_ps->setRenderPassDescriptor(d.mrt_rp);
|
||||
d.mrt_ps->create();
|
||||
d.releasePool << d.mrt_ps;
|
||||
|
||||
QMatrix4x4 identity;
|
||||
d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, 0, 64, identity.constData());
|
||||
for (int face = 0; face < 6; ++face) {
|
||||
const int offset = 64 + face * 16;
|
||||
// will use a different color for each face
|
||||
QColor c;
|
||||
switch (face) {
|
||||
case 0:
|
||||
c = Qt::red;
|
||||
break;
|
||||
case 1:
|
||||
c = Qt::green;
|
||||
break;
|
||||
case 2:
|
||||
c = Qt::blue;
|
||||
break;
|
||||
case 3:
|
||||
c = Qt::yellow;
|
||||
break;
|
||||
case 4:
|
||||
c = Qt::lightGray;
|
||||
break;
|
||||
case 5:
|
||||
c = Qt::cyan;
|
||||
break;
|
||||
}
|
||||
float color[] = { float(c.redF()), float(c.greenF()), float(c.blueF()) };
|
||||
d.initialUpdates->updateDynamicBuffer(d.mrt_ubuf, offset, 12, color);
|
||||
}
|
||||
}
|
||||
|
||||
// 1 render pass, 1 draw call, with all 6 faces attached and written to
|
||||
void renderWithMrt(QRhiCommandBuffer *cb)
|
||||
{
|
||||
// use a different clear color to differentiate from cubemap1 (because the
|
||||
// results are expected to be identical otherwise)
|
||||
cb->beginPass(d.mrt_rt, Qt::magenta, { 1.0f, 0 });
|
||||
cb->setGraphicsPipeline(d.mrt_ps);
|
||||
cb->setViewport({ 0, 0,
|
||||
float(d.mrt_rt->pixelSize().width()),
|
||||
float(d.mrt_rt->pixelSize().height()) });
|
||||
cb->setShaderResources();
|
||||
QRhiCommandBuffer::VertexInput vbufBinding(d.half_quad_vbuf, 0);
|
||||
cb->setVertexInput(0, 1, &vbufBinding, d.half_quad_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||||
cb->drawIndexed(6);
|
||||
cb->endPass();
|
||||
}
|
||||
|
||||
void Window::customInit()
|
||||
{
|
||||
d.half_quad_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(halfQuadVertexData));
|
||||
d.half_quad_vbuf->create();
|
||||
d.releasePool << d.half_quad_vbuf;
|
||||
|
||||
d.half_quad_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(halfQuadIndexData));
|
||||
d.half_quad_ibuf->create();
|
||||
d.releasePool << d.half_quad_ibuf;
|
||||
|
||||
d.initialUpdates = m_r->nextResourceUpdateBatch();
|
||||
d.initialUpdates->uploadStaticBuffer(d.half_quad_vbuf, 0, sizeof(halfQuadVertexData), halfQuadVertexData);
|
||||
d.initialUpdates->uploadStaticBuffer(d.half_quad_ibuf, halfQuadIndexData);
|
||||
|
||||
initializePerFaceRendering(m_r);
|
||||
|
||||
d.canDoMrt = m_r->resourceLimit(QRhi::MaxColorAttachments) >= 6;
|
||||
if (d.canDoMrt)
|
||||
initializeMrtRendering(m_r);
|
||||
else
|
||||
qWarning("Not enough color attachments (need 6, supports %d)", m_r->resourceLimit(QRhi::MaxColorAttachments));
|
||||
|
||||
|
||||
// onscreen stuff
|
||||
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
|
||||
d.vbuf->create();
|
||||
d.releasePool << d.vbuf;
|
||||
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
|
||||
|
||||
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
|
||||
d.ubuf->create();
|
||||
d.releasePool << d.ubuf;
|
||||
|
||||
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
|
||||
QRhiSampler::Repeat, QRhiSampler::Repeat);
|
||||
d.sampler->create();
|
||||
d.releasePool << d.sampler;
|
||||
|
||||
d.srb = m_r->newShaderResourceBindings();
|
||||
d.srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
|
||||
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
|
||||
});
|
||||
d.srb->create();
|
||||
d.releasePool << d.srb;
|
||||
|
||||
d.ps = m_r->newGraphicsPipeline();
|
||||
d.ps->setDepthTest(true);
|
||||
d.ps->setDepthWrite(true);
|
||||
d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
|
||||
d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
|
||||
d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
|
||||
QShader vs = getShader(QLatin1String(":/cubemap_sample.vert.qsb"));
|
||||
Q_ASSERT(vs.isValid());
|
||||
QShader fs = getShader(QLatin1String(":/cubemap_sample.frag.qsb"));
|
||||
Q_ASSERT(fs.isValid());
|
||||
d.ps->setShaderStages({
|
||||
{ QRhiShaderStage::Vertex, vs },
|
||||
{ QRhiShaderStage::Fragment, fs }
|
||||
});
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 3 * sizeof(float) }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }
|
||||
});
|
||||
d.ps->setVertexInputLayout(inputLayout);
|
||||
d.ps->setShaderResourceBindings(d.srb);
|
||||
d.ps->setRenderPassDescriptor(m_rp);
|
||||
d.ps->create();
|
||||
d.releasePool << d.ps;
|
||||
|
||||
if (d.canDoMrt)
|
||||
qDebug("Use the arrow keys to switch between the two generated cubemaps");
|
||||
}
|
||||
|
||||
void Window::customRelease()
|
||||
{
|
||||
qDeleteAll(d.releasePool);
|
||||
d.releasePool.clear();
|
||||
}
|
||||
|
||||
void Window::customRender()
|
||||
{
|
||||
const QSize outputSizeInPixels = m_sc->currentPixelSize();
|
||||
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
|
||||
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
|
||||
if (d.initialUpdates) {
|
||||
u->merge(d.initialUpdates);
|
||||
d.initialUpdates->release();
|
||||
d.initialUpdates = nullptr;
|
||||
}
|
||||
|
||||
QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
|
||||
mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
|
||||
mvp.scale(10);
|
||||
mvp.rotate(d.rx, 1, 0, 0);
|
||||
d.rx += 0.5f;
|
||||
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
|
||||
|
||||
cb->resourceUpdate(u);
|
||||
|
||||
renderPerFace(cb);
|
||||
|
||||
if (d.canDoMrt)
|
||||
renderWithMrt(cb);
|
||||
|
||||
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
|
||||
cb->setGraphicsPipeline(d.ps);
|
||||
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
|
||||
cb->setShaderResources();
|
||||
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
|
||||
cb->setVertexInput(0, 1, &vbufBinding);
|
||||
cb->draw(36);
|
||||
cb->endPass();
|
||||
}
|
||||
|
||||
void Window::keyPressEvent(QKeyEvent *e)
|
||||
{
|
||||
switch (e->key()) {
|
||||
case Qt::Key_Left:
|
||||
case Qt::Key_Up:
|
||||
qDebug("Showing first cubemap (generated by rendering to the faces one by one; black background)");
|
||||
d.srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
|
||||
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler)
|
||||
});
|
||||
d.srb->create();
|
||||
break;
|
||||
case Qt::Key_Right:
|
||||
case Qt::Key_Down:
|
||||
if (d.canDoMrt) {
|
||||
qDebug("Showing second cubemap (generated with multiple render targets; magenta background)");
|
||||
d.srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
|
||||
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap2, d.sampler)
|
||||
});
|
||||
d.srb->create();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
e->ignore();
|
||||
break;
|
||||
}
|
||||
}
|
8
tests/manual/rhi/cubemap_render/cubemap_render.pro
Normal file
8
tests/manual/rhi/cubemap_render/cubemap_render.pro
Normal file
@ -0,0 +1,8 @@
|
||||
TEMPLATE = app
|
||||
|
||||
QT += gui-private
|
||||
|
||||
SOURCES = \
|
||||
cubemap_render.cpp
|
||||
|
||||
RESOURCES = cubemap_render.qrc
|
10
tests/manual/rhi/cubemap_render/cubemap_render.qrc
Normal file
10
tests/manual/rhi/cubemap_render/cubemap_render.qrc
Normal file
@ -0,0 +1,10 @@
|
||||
<!DOCTYPE RCC><RCC version="1.0">
|
||||
<qresource>
|
||||
<file>cubemap_oneface.vert.qsb</file>
|
||||
<file>cubemap_oneface.frag.qsb</file>
|
||||
<file>cubemap_mrt.vert.qsb</file>
|
||||
<file>cubemap_mrt.frag.qsb</file>
|
||||
<file>cubemap_sample.vert.qsb</file>
|
||||
<file>cubemap_sample.frag.qsb</file>
|
||||
</qresource>
|
||||
</RCC>
|
10
tests/manual/rhi/cubemap_render/cubemap_sample.frag
Normal file
10
tests/manual/rhi/cubemap_render/cubemap_sample.frag
Normal file
@ -0,0 +1,10 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec3 v_coord;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
layout(binding = 1) uniform samplerCube tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = vec4(texture(tex, v_coord).rgb, 1.0);
|
||||
}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_sample.frag.qsb
Normal file
BIN
tests/manual/rhi/cubemap_render/cubemap_sample.frag.qsb
Normal file
Binary file not shown.
16
tests/manual/rhi/cubemap_render/cubemap_sample.vert
Normal file
16
tests/manual/rhi/cubemap_render/cubemap_sample.vert
Normal file
@ -0,0 +1,16 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 position;
|
||||
layout(location = 0) out vec3 v_coord;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 mvp;
|
||||
} ubuf;
|
||||
|
||||
out gl_PerVertex { vec4 gl_Position; };
|
||||
|
||||
void main()
|
||||
{
|
||||
v_coord = position.xyz;
|
||||
gl_Position = ubuf.mvp * position;
|
||||
}
|
BIN
tests/manual/rhi/cubemap_render/cubemap_sample.vert.qsb
Normal file
BIN
tests/manual/rhi/cubemap_render/cubemap_sample.vert.qsb
Normal file
Binary file not shown.
Reference in New Issue
Block a user