[Interest] Qt3D Framegraphs

Andy asmaloney at gmail.com
Fri Aug 31 18:01:30 CEST 2018


On Fri, Aug 31, 2018 at 10:30 AM Paul Lemire <paul.lemire at kdab.com> wrote:

> Hi Andy,
> Some ideas below :)
>

Thanks a lot Paul - answers inline.


> 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
>

Yes, I had it as a sibling of the RenderPassFilter. I didn't know where it
went, because QForwardRenderer has it on the QClearBuffers.


>       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.
>

I have it as a sibling. I'll choose... "unlucky" because I thought I
understood why it was working :-)


> 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)
>

Ah. How do I know which types of node result in drawing? I wouldn't have
expected  FrustumCulling to draw for example - from the docs I thought that
was kind of a "command node" like NoDraw.


> 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
>
>
Even if I take it all the way back to what should be the simplest (I think)
- no FrustumCulling, no capture:

RenderSurfaceSelector:
  Viewport:
    ClearBuffers:
      buffers: ColorDepthBuffer
      clearColor: "#80faebd7"
      NoDraw: {}
    CameraSelector:
      objectName: cameraSelector
      RenderPassFilter:
        matchAny:
        - FilterKey:
            name: renderingStyle
            value: forward

Qt3DRender::QFrameGraphNode::Custom
    Qt3DRender::QRenderSurfaceSelector::
        Qt3DRender::QViewport::
            Qt3DRender::QClearBuffers::
                Qt3DRender::QNoDraw::
            Qt3DRender::QCameraSelector::cameraSelector
                Qt3DRender::QRenderPassFilter::
                    Qt3DRender::QFilterKey::

I'm getting a cleared screen, no model.

I'm using Qt3DExtras::QPhongMaterial on my entities, so the filter key
should match, right?

Based on what you outlined above, Qt3DExtras::QForwardRenderer doesn't make
sense to me. If QFrustumCulling is doing the drawing, then what's the
purpose of the filter keys on QForwardRenderer since they aren't part of
the QRenderSurfaceSelector branch?

Qt3DExtras::QForwardRenderer::
    Qt3DRender::QRenderSurfaceSelector::
        Qt3DRender::QViewport::
            Qt3DRender::QCameraSelector::
                Qt3DRender::QClearBuffers::
                    Qt3DRender::QFrustumCulling::
    Qt3DRender::QFilterKey::

      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
>

Right - I thought they were off by default, but I guess it's better to be
explicit.

        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?
>

I have not. Let me figure out how to do that :-) Seems recursive.

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.
>

Ok - I'll work on figuring out how to look at it.

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)
>

OK - so my FG will end up with a Viewport with two sibling CameraSelectors?

I'll take another step back and just try to get the onscreen set up
properly first :-)

Thanks again.

>
> 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> 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> 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>
>>> 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 listInterest at qt-project.orghttp://lists.qt-project.org/mailman/listinfo/interest
>>>>
>>>>
>>>> --
>>>> 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
>>>>
>>>>
>>> ---
>>> Andy Maloney  //  https://asmaloney.com
>>> twitter ~ @asmaloney <https://twitter.com/asmaloney>
>>>
>>>
>>>
>>> --
>>> 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
>>>
>>>
> --
> 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
>
>
---
Andy Maloney  //  https://asmaloney.com
twitter ~ @asmaloney <https://twitter.com/asmaloney>
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