qt5base-lts/tests/manual/rhi/hellominimalcrossgfxtriangle/hellowindow.cpp

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/****************************************************************************
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** Copyright (C) 2020 The Qt Company Ltd.
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** This file is part of the examples of the Qt Toolkit.
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#include "hellowindow.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
static float vertexData[] = {
// Y up (note clipSpaceCorrMatrix in m_proj), CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
};
HelloWindow::HelloWindow(QRhi::Implementation graphicsApi)
: Window(graphicsApi)
{
}
QShader HelloWindow::getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
void HelloWindow::customInit()
{
m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)));
m_vbuf->create();
m_vbufReady = false;
m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68));
m_ubuf->create();
m_srb.reset(m_rhi->newShaderResourceBindings());
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
m_ubuf.get())
});
m_srb->create();
m_ps.reset(m_rhi->newGraphicsPipeline());
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
premulAlphaBlend.enable = true;
m_ps->setTargetBlends({ premulAlphaBlend });
const QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
if (!vs.isValid())
qFatal("Failed to load shader pack (vertex)");
const QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
if (!fs.isValid())
qFatal("Failed to load shader pack (fragment)");
m_ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 5 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb.get());
m_ps->setRenderPassDescriptor(m_rp.get());
m_ps->create();
}
// called once per frame
void HelloWindow::customRender()
{
QRhiResourceUpdateBatch *u = m_rhi->nextResourceUpdateBatch();
if (!m_vbufReady) {
m_vbufReady = true;
u->uploadStaticBuffer(m_vbuf.get(), vertexData);
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.rotate(m_rotation, 0, 1, 0);
u->updateDynamicBuffer(m_ubuf.get(), 0, 64, mvp.constData());
m_opacity += m_opacityDir * 0.005f;
if (m_opacity < 0.0f || m_opacity > 1.0f) {
m_opacityDir *= -1;
m_opacity = qBound(0.0f, m_opacity, 1.0f);
}
u->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity);
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
const QSize outputSizeInPixels = m_sc->currentPixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u);
cb->setGraphicsPipeline(m_ps.get());
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
}