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/****************************************************************************
**
** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D.Core 2.14
import Qt3D.Render 2.14
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
id: sceneRoot
components: [
RenderSettings {
id : external_forward_renderer
activeFrameGraph : RenderSurfaceSelector {
Viewport {
// Launch Compute Shader Instances
DispatchCompute {
}
// Draw Textures
CameraSelector {
camera: camera
ClearBuffers { buffers: ClearBuffers.ColorDepthBuffer
// Ensure we won't be reading from textures if Compute Shader instances aren't completed
MemoryBarrier { waitFor: MemoryBarrier.ShaderImageAccess|MemoryBarrier.TextureFetch }
}
}
}
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { id: inputSettings }
]
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, 3.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
Texture2D {
id: inputTexture
width: 512
height: 512
format: Texture.RGBA8_UNorm
generateMipMaps: false
magnificationFilter: Texture.Linear
minificationFilter: Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
// Texture image which are referencing regular image extensions (jpg, png)
// are loaded through a QImage based texture image generator which generates
// RGBA8_UNorm based content
TextureImage {
source: "qrc:/image_512x512.jpg"
mirrored: false
}
}
Texture2D {
id: outputTexture
width: 512
height: 512
format: Texture.RGBA8_UNorm
generateMipMaps: false
magnificationFilter: Texture.Linear
minificationFilter: Texture.Linear
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
}
// Compute -> Generate Output Texture Content
Entity {
readonly property Material material: Material {
parameters: [
Parameter {
name: "inputImage"
value: ShaderImage {
texture: inputTexture
layer: 0 // default
layered: false // default
mipLevel: 0 // default
access: ShaderImage.ReadOnly // default is ReadWrite
format: ShaderImage.Automatic // default
}
},
Parameter {
name: "outputImage"
value: ShaderImage {
texture: outputTexture
access: ShaderImage.WriteOnly // default is ReadWrite
format: ShaderImage.RGBA8_UNorm
}
}
]
effect: Effect {
techniques: Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 4
minorVersion: 3
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
computeShaderCode:
"#version 430
layout(local_size_x = 16, local_size_y = 16) in;
layout(rgba8) readonly uniform image2D inputImage;
layout(rgba8) writeonly uniform image2D outputImage;
uniform float time;
void main(void) {
ivec2 imageCoords = ivec2(gl_GlobalInvocationID.xy);
// Early return if we are past the image's bounds
if (any(greaterThan(imageCoords, imageSize(inputImage))))
return;
// Read from input image
vec4 inputContent = imageLoad(inputImage, imageCoords);
// Store inputContent into output Image
imageStore(outputImage, imageCoords, inputContent * abs(sin(time)));
}"
}
}
}
}
}
readonly property ComputeCommand command: ComputeCommand {
readonly property int localWorkGroupSize: 16
workGroupX: Math.ceil(inputTexture.width / localWorkGroupSize)
workGroupY: Math.ceil(inputTexture.height / localWorkGroupSize)
}
components: [command, material]
}
// Preview Texture Scene
Entity {
PlaneMesh { id: planeMesh }
components: Transform {
rotationX: 90
}
Entity {
id: inputTexturePreview
readonly property Material material: TextureMaterial {
texture: inputTexture
}
readonly property Transform transform: Transform {
translation: Qt.vector3d(-1, 0, 0)
}
components: [planeMesh, material, transform]
}
Entity {
id: outputTexturePreview
readonly property Material material: TextureMaterial {
texture: outputTexture
}
readonly property Transform transform: Transform {
translation: Qt.vector3d(1, 0, 0)
}
components: [planeMesh, material, transform]
}
}
}
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