Qt Quick 3D - 절차적 텍스처 예시

C++ 또는 QML에서 사용자 정의 텍스처 데이터를 제공하는 방법을 보여줍니다.

프로시저럴 텍스처 크기와 색상 조절 기능이 있는 그라디언트 큐브

이 예제는 정적 에셋에서 텍스처 데이터를 불러오는 대신, 런타임에 동적으로 생성된 텍스처 데이터를 제공하는 다양한 방법을 보여줍니다. 시연을 위해 이 예제에서는 제공된 시작 색상과 끝 색상을 사용하여 수직 그라데이션 텍스처를 생성합니다.

먼저 텍스처 데이터를 위한 C++ 클래스를 정의합니다. 이 클래스를 ` QQuick3DTextureData`의 서브클래스로 만듭니다. 가상 함수가 없으므로 엄밀히 말해 필수적인 것은 아니지만, 모든 것을 하나의 클래스에 포함시키는 것이 훨씬 편리합니다. 사용할 속성을 정의하고, QML에서 사용할 수 있도록 ` QML_NAMED_ELEMENT `를 추가합니다:

class GradientTexture : public QQuick3DTextureData
{
    Q_OBJECT
    Q_PROPERTY(int height READ height WRITE setHeight NOTIFY heightChanged)
    Q_PROPERTY(int width READ width WRITE setWidth NOTIFY widthChanged)
    Q_PROPERTY(QColor startColor READ startColor WRITE setStartColor NOTIFY startColorChanged)
    Q_PROPERTY(QColor endColor READ endColor WRITE setEndColor NOTIFY endColorChanged)
    QML_NAMED_ELEMENT(GradientTexture)
    ...

텍스처를 업데이트하는 함수를 추가합니다. 이 함수는 setSize와 setFormat을 사용하여 텍스처를 구성하고, setTextureData를 사용하여 이미지 데이터를 설정합니다:

void GradientTexture::updateTexture()
{
    setSize(QSize(m_width, m_height));
    setFormat(QQuick3DTextureData::RGBA8);
    setHasTransparency(false);
    setTextureData(generateTexture());
}

generateTexture 함수는 올바른 크기의 QByteArray 객체를 생성하고, 이미지 데이터로 채웁니다:

QByteArray GradientTexture::generateTexture()
{
    QByteArray imageData;
    // Create a horizontal gradient between startColor and endColor

    // Create a single scanline and reuse that data for each
    QByteArray gradientScanline;
    gradientScanline.resize(m_width * 4); // RGBA8

    for (int x = 0; x < m_width; ++x) {
        QColor color = linearInterpolate(m_startColor, m_endColor, x / float(m_width));
        int offset = x * 4;
        gradientScanline.data()[offset + 0] = char(color.red());
        gradientScanline.data()[offset + 1] = char(color.green());
        gradientScanline.data()[offset + 2] = char(color.blue());
        gradientScanline.data()[offset + 3] = char(255);
    }

    for (int y = 0; y < m_height; ++y)
        imageData += gradientScanline;

    return imageData;
}

속성이 변경될 때마다 ` updateTexture `을 호출합니다:

void GradientTexture::setStartColor(QColor startColor)
{
    if (m_startColor == startColor)
        return;

    m_startColor = startColor;
    emit startColorChanged(m_startColor);
    updateTexture();
}

마지막으로, QML에서 새로 생성된 텍스처를 사용할 수 있습니다:

Texture {
    id: textureFromCpp

    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureData: gradientTexture

    GradientTexture {
        id: gradientTexture
        startColor: applicationState.startColor
        endColor: applicationState.endColor
        width: applicationState.size
        height: width
    }
}

QML에서 동일한 텍스처 데이터를 생성하는 것도 가능합니다. 이 경우 ` ProceduralTextureData ` 컴포넌트를 사용합니다:

Texture {
    id: textureFromQML
    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureData: gradientTextureDataQML

    ProceduralTextureData {
        id: gradientTextureDataQML

        property color startColor: applicationState.startColor
        property color endColor: applicationState.endColor
        width: applicationState.size
        height: width
        textureData: generateTextureData()

        function linearInterpolate(startColor : color, endColor : color, fraction : real) : color{
            return Qt.rgba(
                        startColor.r + (endColor.r - startColor.r) * fraction,
                        startColor.g + (endColor.g - startColor.g) * fraction,
                        startColor.b + (endColor.b - startColor.b) * fraction,
                        startColor.a + (endColor.a - startColor.a) * fraction
                        );
        }

        function generateTextureData() {
            let dataBuffer = new ArrayBuffer(width * height * 4)
            let data = new Uint8Array(dataBuffer)

            let gradientScanline = new Uint8Array(width * 4);

            for (let x = 0; x < width; ++x) {
                let color = linearInterpolate(startColor, endColor, x / width);
                let offset = x * 4;
                gradientScanline[offset + 0] = color.r * 255;
                gradientScanline[offset + 1] = color.g * 255;
                gradientScanline[offset + 2] = color.b * 255;
                gradientScanline[offset + 3] = color.a * 255;
            }

            for (let y = 0; y < height; ++y) {
                data.set(gradientScanline, y * width * 4);
            }

            return dataBuffer;
        }
    }
}

C++에서와 마찬가지로, 텍스처의 크기와 형식을 반영하는 이미지 데이터로 ` QByteArray `를 채웁니다. QML에서 이 작업을 수행할 때는 불필요한 형 변환을 피하기 위해 `ArrayBuffer` 유형을 사용합니다.

앞서 살펴본 두 예제에서는 텍스처에 필요한 모든 데이터가 CPU 측에서 생성된 후, 텍스처 데이터로 사용하기 위해 GPU로 업로드되었습니다. 텍스처 데이터를 GPU에서 직접 생성하는 것도 가능합니다. 이 경우 QQuick3DTextureProviderExtension 의 서브클래스를 대신 사용합니다.

class GradientTextureProvider : public QQuick3DTextureProviderExtension
{
    Q_OBJECT
    Q_PROPERTY(int height READ height WRITE setHeight NOTIFY heightChanged)
    Q_PROPERTY(int width READ width WRITE setWidth NOTIFY widthChanged)
    Q_PROPERTY(QColor startColor READ startColor WRITE setStartColor NOTIFY startColorChanged)
    Q_PROPERTY(QColor endColor READ endColor WRITE setEndColor NOTIFY endColorChanged)
    QML_ELEMENT

QQuick3DTextureProviderExtension QSSGRenderExtension 을 기반으로 하는 클래스는 Qt RHI API를 사용하여 렌더링 확장을 정의합니다. 이 서브클래스는 ()이 호출될 때 기반 객체를 반환해야 합니다. QQuick3DTextureProviderExtension::updateSpatialNode

QSSGRenderGraphObject *GradientTextureProvider::updateSpatialNode(QSSGRenderGraphObject *node)
{
    if (!node)
        node = new GradientTextureProviderNode(this);

    // Update the state of the backend node
    auto gradientNode = static_cast<GradientTextureProviderNode *>(node);
    gradientNode->m_isDirty = true;
    gradientNode->m_width = m_width;
    gradientNode->m_height = m_height;
    gradientNode->m_startColor = m_startColor;
    gradientNode->m_endColor = m_endColor;

    return node;
}

실제로 렌더링되는 내용은 이 QSSGRenderExtension 서브클래스에 의해 정의됩니다:

class GradientTextureProviderNode : public QSSGRenderTextureProviderExtension
{
public:
    explicit GradientTextureProviderNode(GradientTextureProvider *ext);
    ~GradientTextureProviderNode() override;
    bool prepareData(QSSGFrameData &data) override;
    void prepareRender(QSSGFrameData &data) override;
    void render(QSSGFrameData &data) override;
    void resetForFrame() override;

    bool m_isDirty = false;

    // state
    int m_width = 256;
    int m_height = 256;
    QColor m_startColor = QColor(Qt::red);
    QColor m_endColor = QColor(Qt::blue);

private:

    QPointer<GradientTextureProvider> m_ext;
    QSSGExtensionId extensionId {};

    std::unique_ptr<QRhiBuffer> quadGeometryVertexBuffer;
    std::unique_ptr<QRhiBuffer> quadGeometryIndexBuffer;

    //
    std::unique_ptr<QRhiTexture> outputTexture; // the final output texture
    std::unique_ptr<QRhiTextureRenderTarget> outputTextureRenderTarget;
    std::unique_ptr<QRhiRenderPassDescriptor> ouputTextureRenderPassDescriptor;

    std::unique_ptr<QRhiBuffer> gradientTextureUniformBuffer;
    std::unique_ptr<QRhiShaderResourceBindings> gradientTextureShaderResouceBindings;
    std::unique_ptr<QRhiGraphicsPipeline> gradientTexture2dPipeline;
};

QSSGRenderExtension 의 인터페이스를 구현함으로써, 확장 기능은 텍스처 데이터를 GPU에서 직접 렌더링할 수 있습니다. prepareDate 구현은 출력 텍스처가 올바른 크기와 형식으로 생성되도록 보장할 뿐만 아니라, 제공되는 텍스처로 출력 텍스처를 등록합니다.

bool GradientTextureProviderNode::prepareData(QSSGFrameData &data)
{
    if (!m_isDirty)
        return false;

    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    QRhi *rhi = rhiCtx->rhi();

    // If there is no available rhi context, then we can't create the texture
    if (!rhiCtx)
        return false;

    extensionId = m_ext ? QQuick3DExtensionHelpers::getExtensionId(*m_ext) : QSSGExtensionId{};
    if (QQuick3DExtensionHelpers::isNull(extensionId))
        return false;

    // Make sure that the output texture is created and registered as the texture provider
    if (!outputTexture ||
        outputTexture->pixelSize().width() != m_width ||
        outputTexture->pixelSize().height() != m_height) {
        outputTexture.reset(rhi->newTexture(QRhiTexture::Format::RGBA8, QSize(m_width, m_height), 1, QRhiTexture::RenderTarget | QRhiTexture::sRGB));
        outputTexture->create();

        outputTextureRenderTarget.reset(rhi->newTextureRenderTarget({ outputTexture.get() }));
        ouputTextureRenderPassDescriptor.reset(outputTextureRenderTarget->newCompatibleRenderPassDescriptor());
        outputTextureRenderTarget->setRenderPassDescriptor(ouputTextureRenderPassDescriptor.get());
        outputTextureRenderTarget->create();

        // Register the output as the texture provider
        QSSGRenderExtensionHelpers::registerRenderResult(data, extensionId, outputTexture.get());

        gradientTexture2dPipeline.reset();
    }

    // If m_isDirty is true than prepareRender and render will actually get called.
    return m_isDirty;
}

prepareRender 메서드에서는 파이프라인이 생성되고, 유니폼 버퍼가 업데이트됩니다.

void GradientTextureProviderNode::prepareRender(QSSGFrameData &data)
{
    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    if (!rhiCtx)
        return;

    QRhi *rhi = rhiCtx->rhi();
    QRhiCommandBuffer *cb = rhiCtx->commandBuffer();
    QRhiResourceUpdateBatch *resourceUpdates = rhi->nextResourceUpdateBatch();

    // Create the pipeline if necessary
    if (!gradientTexture2dPipeline) {
        // 1 quad (2 trianges), pos + uv.  4 vertices, 5 values each (x, y, z, u, v)
        quadGeometryVertexBuffer.reset(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, 5 * 4 * sizeof(float)));
        quadGeometryVertexBuffer->create();

        // 6 indexes (2 triangles)
        quadGeometryIndexBuffer.reset(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, 6 * sizeof(uint16_t)));
        quadGeometryIndexBuffer->create();

        // Uniform buffer: packed into 2 * vec4 (2 RGBA colors)
        const size_t uBufSize = (sizeof(float) * 4) * 2;
        gradientTextureUniformBuffer.reset(rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, uBufSize));
        gradientTextureUniformBuffer->create();

        // Uniform buffer is only bound/used in Fragment Shader
        gradientTextureShaderResouceBindings.reset(rhi->newShaderResourceBindings());
        gradientTextureShaderResouceBindings->setBindings({
                QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::FragmentStage, gradientTextureUniformBuffer.get()),
        });
        gradientTextureShaderResouceBindings->create();

        gradientTexture2dPipeline.reset(rhi->newGraphicsPipeline());
        gradientTexture2dPipeline->setShaderStages({
                { QRhiShaderStage::Vertex, getShader(QLatin1String(":/shaders/gradient.vert.qsb")) },
                { QRhiShaderStage::Fragment, getShader(QLatin1String(":/shaders/gradient.frag.qsb")) }
        });
        // 2 Attributes, Position (vec3) + UV (vec2)
        QRhiVertexInputLayout inputLayout;
        inputLayout.setBindings({
                { 5 * sizeof(float) }
        });
        inputLayout.setAttributes({
                { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
                { 0, 1, QRhiVertexInputAttribute::Float2, 3 * sizeof(float) }
        });
        gradientTexture2dPipeline->setVertexInputLayout(inputLayout);
        gradientTexture2dPipeline->setShaderResourceBindings(gradientTextureShaderResouceBindings.get());
        gradientTexture2dPipeline->setRenderPassDescriptor(ouputTextureRenderPassDescriptor.get());
        gradientTexture2dPipeline->create();

        // Upload the static quad geometry part
        resourceUpdates->uploadStaticBuffer(quadGeometryVertexBuffer.get(), g_vertexData);
        resourceUpdates->uploadStaticBuffer(quadGeometryIndexBuffer.get(), g_indexData);
    }

    // Upload the uniform buffer data
    const float colorData[8] = {
        m_startColor.redF(), m_startColor.greenF(), m_startColor.blueF(), m_startColor.alphaF(),
        m_endColor.redF(), m_endColor.greenF(), m_endColor.blueF(), m_endColor.alphaF()
    };
    resourceUpdates->updateDynamicBuffer(gradientTextureUniformBuffer.get(), 0, sizeof(colorData), colorData);

    cb->resourceUpdate(resourceUpdates);
    m_isDirty = false;
}

이 패스의 실제 렌더링은 render 함수에서 정의됩니다.

void GradientTextureProviderNode::render(QSSGFrameData &data)
{
    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    if (!rhiCtx)
        return;

    QRhiCommandBuffer *cb = rhiCtx->commandBuffer();

    // Render the quad with our pipeline to the outputTexture
    cb->beginPass(outputTextureRenderTarget.get(), Qt::black, { 1.0f, 0 }, nullptr, rhiCtx->commonPassFlags());
    cb->setViewport(QRhiViewport(0, 0, m_width, m_height));
    cb->setGraphicsPipeline(gradientTexture2dPipeline.get());
    cb->setShaderResources(gradientTextureShaderResouceBindings.get());
    QRhiCommandBuffer::VertexInput vb(quadGeometryVertexBuffer.get(), 0);
    cb->setVertexInput(0, 1, &vb, quadGeometryIndexBuffer.get(), QRhiCommandBuffer::IndexFormat::IndexUInt16);
    cb->drawIndexed(6);
    cb->endPass();
}

이 예제에서는 다음과 같이 QML에서 텍스처 프로바이더를 사용합니다:

Texture {
    id: textureFromGPU
    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureProvider: GradientTextureProvider {
        startColor: applicationState.startColor
        endColor: applicationState.endColor
        width: applicationState.size
        height: width
    }
}

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