[Interest] Qt3D Framegraphs
Paul Lemire
paul.lemire at kdab.com
Fri Aug 31 16:30:13 CEST 2018
Hi Andy,
Some ideas below :)
On 08/31/2018 02:03 PM, Andy wrote:
> The contours/silhouetting proved a bit of a leap right now so I backed
> off to look at the offscreen side of it.
>
> I removed the depth pass and am just trying to get a simple frame
> graph working for on-and-off screen capture.
>
> I have the following frame graph (in YAML, but it should be clear):
>
> RenderSurfaceSelector:
> Viewport:
> ClearBuffers:
> buffers: ColorDepthBuffer
> clearColor: "#80faebd7"
> NoDraw: {}
> CameraSelector:
> objectName: cameraSelector
> FrustumCulling: {}
Is that FrustumCulling node the parent of the RenderPassFilter or is it
a sibling? If it's not the parent of the RenderPassFilter, I looks like
it would be part of a Branch Viewport -> CameraSelector ->
FrustumCulling which would be of no use here
> RenderPassFilter:
> matchAny:
> - FilterKey:
> name: renderingStyle
> value: forward
> RenderCapture:
> objectName: onScreenCapture
Is the render capture a child of RenderPassFilter or a sibling here? You
might be getting lucky (or unlucky depends how you see it) because if a
branch has no RenderPassFilter, by default we select every RenderPasses
from every Material. So visually it might be working but it's probably
not what you had in mind.
What I'm seeing would result in:
Viewport -> ClearBuffers -> NoDraw {} -> clear screen
Viewport -> CameraSelector -> FrustumCulling {} -> draws to screen with
FrustumCulling (executing all passes of each material)
Viewport -> CameraSelector -> RenderPassFilter {} -> draws to screen
(executing only forward passes)
Viewport -> CameraSelector -> RenderCapture {} -> capture screen
(executing all passes of each material)
I suspect what you want is rather:
Viewport -> ClearBuffers -> NoDraw {}
Viewport -> CameraSelector -> FrustumCulling {} -> RenderPassFilter {}
Viewport -> CameraSelector -> FrustumCulling {} -> RenderPassFilter {}
-> RenderCapture {}
I even think that this could work:
Viewport -> ClearBuffers -> NoDraw {}
Viewport -> CameraSelector -> FrustumCulling {} -> RenderPassFilter {}
-> RenderCapture {} as RenderCapture shouldn't prevent from Rendering to
screen as well
> RenderTargetSelector:
> target:
> RenderTarget:
> attachments:
> - RenderTargetOutput:
> attachmentPoint: Color0
> texture:
> Texture2D:
> width: 512
> height: 512
> format: RGBAFormat
You might want to set generateMipMaps to false on the texture
> ClearBuffers:
> buffers: ColorDepthBuffer
> clearColor: "#80faebd7"
> NoDraw: {}
Looking at it, it does look like it would correctly clear the texture to
the indicated color.
Have you tried displaying the render target texture by using a PlaneMesh
and a DiffuseMapMaterial?
If you feel adventurous you could try using apitrace to look at the GL
traces and check what's in your texture color attachment
> RenderPassFilter:
> matchAny:
> - FilterKey:
> name: renderingStyle
> value: forward
> RenderCapture:
> objectName: offScreenCapture
>
> Results of the render captures:
Like the above I think RenderCapture should be a child of
RenderPassFilter here
>
> onScreenCapture: https://postimg.cc/image/antf2d43h/
> offScreenCapture: https://postimg.cc/image/e7fcs5z3h/
>
> The onscreen capture is correct - yay a forward renderer!.
>
> 1) Why isn't the offscreen one clearing the background colour using
> ClearBuffers? (Isn't obvious in postimage, but the background is
> transparent.) I tried moving ClearBuffers all over the place, but
> can't get it to work.
>
It looks like your FG is correct regarding the clearing of the
RenderTarget, it would be nice to try to display the texture so that we
can rule out some issue with the RenderCapture operating on a RenderTarget.
> 2) How do I fix the aspect ratio of the offscreen image (assuming I
> want the final image to be 512x512)? Do I need to give it its own
> camera and adjust its aspect ratio somehow?
Yes the easiest would be another Camera which sets its own aspect ratio
(you should be able to forward pretty much all the other properties from
your main camera except the aspect ratio)
>
> Thanks for any guidance!
>
> ---
> Andy Maloney // https://asmaloney.com
> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>
>
>
> On Fri, Aug 24, 2018 at 11:24 AM Andy <asmaloney at gmail.com
> <mailto:asmaloney at gmail.com>> wrote:
>
> Paul:
>
> Thank you very much for the detailed responses!
>
> This has given me a lot more to work on/understand.
>
> The ClearBuffers part was very useful for understanding what's
> actually happening. This would be good info to drop into the
> QClearBuffers docs.
>
> I guess I now have to dive into render passes, render states, and
> materials now. :-)
>
> I also have a better appreciation for why most examples are QML -
> writing these in C++ is time consuming and error-prone. I've
> written a little (partially working) experiment to specify them in
> YAML so I don't have to pull in all the QML stuff just for
> defining my framegraph(s). I may continue down that road.
>
> Have there been any thoughts/discussions on providing a non-QML
> way to declare these? Could be useful for tooling (Qt Creator
> plugin for defining them visually?) as well.
>
> Thanks again for taking the time to go through this.
>
> ---
> Andy Maloney // https://asmaloney.com
> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>
>
>
> On Tue, Aug 21, 2018 at 9:10 AM Paul Lemire <paul.lemire at kdab.com
> <mailto:paul.lemire at kdab.com>> wrote:
>
>
> On 08/21/2018 01:54 PM, Andy wrote:
>> Thank you so much Paul!
>>
>> That gives me something to start working on/pick apart. I see
>> now how onscreen vs. offscreen works and can concentrate on
>> getting the onscreen working the way I want first since they
>> are very similar.
>>
>> 1) "I assume you want to fill the depth buffer with a simple
>> shader right?"
>>
>> I think so? Ultimately I want to experiment with a cel-shaded
>> scene, but for now I'd be happy with adding some black
>> contours on my entities using depth - slightly thicker lines
>> closer to the camera, thinner farther away. Is this the right
>> setup for that?
>
> Hmm that's not necessarily what I pictured. Usually a render
> pass where the depth buffer is filled is used as an
> optimization technique so that 1) You draw your scene with a
> very simple shader to fill the depth buffer 2) You draw you
> scene again using a more complex shader but you then take
> advantage of the fact that the GPU will only execute the
> fragment shader for fragment whose depth is equal to what is
> stored in the depth buffer.
>
> If you want to draw contours (which is usually referred as
> silhouetting) the technique is different. Meshes are composed
> of triangles which are specified in a given winding order
> (order in which the triangles vertices are specified, either
> clockwise or counterclockwise). That winding order can be used
> at draw time to distinguish between triangles which are facing
> the camera and triangles which are backfacing the camera.
> (Usually another optimization technique is to not draw
> backfacing triangles a.k.a backface culling).
>
> A possible silhouetting technique implementation can be to:
> 1) draw only the back faces of the mesh (slightly enlarged)
> and with depth writing into the depth buffer disabled.
> 2) draw the front faces of the mesh (with depth writing enabled)
>
> See http://sunandblackcat.com/tipFullView.php?l=eng&topicid=15
> for a more detailed explaination, there are other
> implementation with geometry shaders as well
> (http://prideout.net/blog/?p=54)
>
> In practice, you would play with render states to control back
> face / front face culling, depth write ... e.g:
> RenderStateSet {
> renderStates: [
> DepthTest { depthFunction: DepthTest.Equal }
> // Specify which depth function to use to decide which
> fragments to key
> NoDepthWrite {} // Disable writing into the
> depth buffer
> CullFace { mode: CullFace.Front } // Cull
> Front faces (usually you would do back face culling though)
> ]
> }
>
> Note that cell shading might yet be another technique (with a
> different implementation than silhouetting). Usually it
> involves having steps of colors that vary based on light
> position in your fragment shader. It might even be simpler to
> implement than silhouetting actually.
>
> The above link actually implements a combination of both
> techniques.
>
>>
>> 2) "Have you tried the rendercapture ones?"
>>
>> Yes I have. That's how I got my render capture working (once
>> those examples worked).
>>
>> One thing that wasn't clear to me before was where to attach
>> the RenderCapture node. In the rendercapture example, it's
>> created and then the forward renderer is re-parented, which
>> is what I did with mine. Your outline makes more sense.
>
> I suppose it was made purely by convenience to avoid having to
> rewrite a full FrameGraph, but I do agree that makes
> understanding a lot harder.
>
>>
>> ClearBuffers (and NoDraw!) now make sense too. In
>> QForwardRenderer they are on the camera selector which seems
>> strange.
>
> That's a small optimization. If your FrameGraph results in a
> single branch (which QForwardRenderer probably does), you can
> combine the ClearBuffers and the CameraSelector as that
> translates to basically clear then draw.
>
> If your framegraph has more than a single branch:
> RenderSurfaceSelector {
> Viewport {
> CameraSelector {
> ClearBuffers { ...
> RenderPassFilter { ... } // Branch 1
> RenderPassFilter { ...} // Branch 2
> }
> }
> }
> }
>
> What would happen in that case is:
>
> 1) clear buffers then draw branch 1
> 2) clear buffers then draw branch 2
>
> So in the end you would only see the drawings from Branch 2
> because the back buffer was cleared.
>
> In that case you should instead have it like:
>
> RenderSurfaceSelector {
> Viewport {
> CameraSelector {
> ClearBuffers { ...
> RenderPassFilter { ... } // Branch 1
> }
> RenderPassFilter { ...} // Branch 2
> }
> }
> }
>
> or (which is a bit easier to understand but adds one branch to
> the FrameGraph)
>
> RenderSurfaceSelector {
> Viewport {
> CameraSelector {
> ClearBuffers { ...
> NoDraw {}
> } // Branch 1
> RenderPassFilter { ... } // Branch 2
> RenderPassFilter { ...} // Branch 3
> }
> }
> }
>
>
>>
>> 3) If I want to use any of the "default materials" in extras
>> - Phong, PhongAlpha, etc - then in (3) and (4.3) the
>> filterkeys must be "renderingStyle"/"forward", correct? Or
>> can I even use them anymore if I'm going this route?
>
> Correct. The RenderPassFilter is really there to allow you to
> select which RenderPass of your Material's Technique to use.
> So the default materials can only be used if your
> RenderPassFilters has filterKeys that match any of the
> filterKeys present on the Material's RenderPasses. Not that
> this can result in several RenderPasses to be selected (if
> your material defines several render passes per technique)
>
> So you could probably hijack the default materials and add
> FilterKeys or RenderPasses (at which point it's probably
> easier to roll your own Material).
>
> Another possible approach is to have 2 Entities referencing
> the same GeometryRenderer but each Entity having a different
> Material and a different Layer component. You could then use a
> LayerFilter in the FG to draw all Entities that have a given
> Layer first, then select all Entities that have the other
> layer to draw second. That might be a way to reuse the default
> Materials in some cases and not mess with RenderPasses and
> RenderPassesFilters. (I think we have a layerfilter manual
> test you could take a look at)
>
> Thinking back about a depth filling pass, your Material would
> likely have a Technique with 2 render passes, one with keys to
> use when we want to fill the depth buffer and one with keys to
> use to draw.
>
>>
>> 4) I will use the offscreen to generate snapshot images and
>> video - I assume I can turn offscreen rendering on/off
>> dynamically by simply enabling/disabling the
>> RenderTargetSelector?
> I suppose yes (haven't tested) or you could add a NoDraw {}
> and toggle its enabled property to decide when to execute that
> part of the FG.
>
>>
>>
>> Thanks again for your help. I finally feel like I'm in danger
>> of understanding something here!
>>
>>
>> On Mon, Aug 20, 2018 at 1:20 AM Paul Lemire
>> <paul.lemire at kdab.com <mailto:paul.lemire at kdab.com>> wrote:
>>
>> Hi Andy,
>>
>> Please see my reply below
>>
>>
>> On 08/15/2018 02:59 PM, Andy wrote:
>>> I've been struggling with framegraphs for a very long
>>> time now and still don't feel like I understand their
>>> structure - what goes where or what kind of nodes can be
>>> attached to what. I can throw a bunch of things
>>> together, but when it doesn't work I have no idea how to
>>> track down what's missing or what's in the wrong place.
>>>
>>> Can anyone give an outline of what a framegraph would
>>> look like to facilitate all of the following for a given
>>> scene:
>>>
>>> 1. rendering in a window onscreen
>>> 2. depth pass for shaders to use
>> I assume you want to fill the depth buffer with a simple
>> shader right?
>>> 3. render capture for taking "snapshots" of what the
>>> user is seeing onscreen
>>> 4. offscreen rendering of the current scene at a
>>> specified size (not the UI window size)
>>> 5. render capture of the offscreen scene to an image
>>
>> I've not tested but the I would image what you want would
>> look like the frame Graph below:
>>
>> RenderSurfaceSelector { // Select window to render to
>>
>> Viewport {
>>
>> // 1 Clear Color and Depth buffers
>> ClearBuffers {
>> buffers: ClearBuffers.ColorDepthBuffer
>> NoDraw {}
>> }
>>
>>
>> // Select Camera to Use to Render Scene
>> CameraSelector {
>> camera: id_of_scene_camera
>>
>> // 2 Fill Depth Buffer pass (for screen depth buffer)
>> RenderPassFilter {
>> filterKeys: [ FilterKey { name: "pass"; value:
>> "depth_fill_pass"] // Requires a Material which defines
>> such a RenderPass
>> }
>>
>> // 3 Draw screen content and use depth compare == to
>> benefit for z fill passs
>> RenderPassFilter {
>> filterKeys: [ FilterKey { name: "pass"; value:
>> "color_pass"] // Requires a Material which defines such a
>> RenderPass
>> RenderStateSet {
>> renderStates: DepthTest { depthFunction:
>> DepthTest.Equal }
>> RenderCapture { // Use this to capture screen
>> frame buffer
>> id: onScreenCapture
>> }
>> }
>> }
>>
>> // 4 Create FBO for offscreen rendering
>> RenderTargetSelector {
>> target: RenderTarget {
>> attachments: [
>> RenderTargetOutput {
>> attachmentPoint: RenderTargetOutput.Color0
>> texture: Texture2D { width:
>> width_of_offscreen_area; height:
>> height_of_offscreen_area; .... }
>> },
>> RenderTargetOutput {
>> attachmentPoint: RenderTargetOutput.Depth
>> texture: Texture2D { width:
>> width_of_offscreen_area; height:
>> height_of_offscreen_area; .... }
>> } ]
>> } // RenderTarget
>>
>> // Note: ideally 4.1, 4.2 and 4.3 and 1, 2, 3
>> could be factored out as a reusable subtree (if using QML)
>>
>> // 4.1 Clear FBO
>> ClearBuffers {
>> buffers: ClearBuffers.ColorDepthBuffer
>> NoDraw {}
>> }
>>
>> // 4.2 Fill Depth Buffer pass (for offscreen depth
>> buffer)
>> RenderPassFilter {
>> filterKeys: [ FilterKey { name: "pass"; value:
>> "depth_fill_pass"] // Requires a Material which defines
>> such a RenderPass
>> }
>>
>> // 4.3 Draw content into offscreen color buffer and
>> use depth compare == to benefit for z fill pass
>> RenderPassFilter {
>> filterKeys: [ FilterKey { name: "pass"; value:
>> "color_pass"] // Requires a Material which defines such a
>> RenderPass
>> RenderStateSet {
>> renderStates: DepthTest { depthFunction:
>> DepthTest.Equal }
>> RenderCapture { // Use this to capture
>> offscreen frame buffer
>> id: offScreenCapture
>> }
>> }
>> }
>> } // RenderTargetSelector
>>
>> } // CamerSelector
>>
>> } // Viewport
>>
>> } // RenderSurfaceSelector
>>
>>
>>
>>>
>>> Using the forward renderer in Qt3DExtras, I can do (1)
>>> and (3), but I've been supremely unsuccessful at
>>> implementing any of the rest despite many many attempts
>>> - even working with the examples. (And the deferred
>>> renderer examples - which might help? - don't work on
>>> macOS.)
>> Have you tried the rendercapture ones ? which are in
>> tests/manual
>>>
>>> I am using C++, not QML. I tried replacing my framegraph
>>> with a QML-specified one but can't get that to work
>>> either (see previous post to this list "[Qt3D] Mixing
>>> Quick3D and C++ nodes").
>>>
>>> Can anyone please help? I'm stuck.
>>>
>>> Thank you.
>>>
>>> ---
>>> Andy Maloney // https://asmaloney.com
>>> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>>>
>>>
>>>
>>> _______________________________________________
>>> Interest mailing list
>>> Interest at qt-project.org <mailto:Interest at qt-project.org>
>>> http://lists.qt-project.org/mailman/listinfo/interest
>>
>> --
>> Paul Lemire | paul.lemire at kdab.com <mailto:paul.lemire at kdab.com> | Senior Software Engineer
>> KDAB (France) S.A.S., a KDAB Group company
>> Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr
>> KDAB - The Qt, C++ and OpenGL Experts
>>
>>
>> ---
>> Andy Maloney // https://asmaloney.com
>> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>>
>
> --
> Paul Lemire | paul.lemire at kdab.com <mailto:paul.lemire at kdab.com> | Senior Software Engineer
> KDAB (France) S.A.S., a KDAB Group company
> Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr
> KDAB - The Qt, C++ and OpenGL Experts
>
--
Paul Lemire | paul.lemire at kdab.com | Senior Software Engineer
KDAB (France) S.A.S., a KDAB Group company
Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr
KDAB - The Qt, C++ and OpenGL Experts
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