Revise an incorrect QVulkanWindow doc note
Applying the transformation in question has no effect on the winding order. Rewrite that section. While all the examples are correct, clarify the rules for the geometry they use since the winding order varies. Fix up the triangle example code to use front=CCW for clarity (even though it does not matter much since culling is off there). Change-Id: Icb968c76cc9fa918a5608d3c66b4fccd5668175e Reviewed-by: Christian Stromme <christian.stromme@qt.io>
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@ -53,7 +53,7 @@
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#include <QtConcurrentRun>
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#include <QtConcurrentRun>
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#include <QTime>
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#include <QTime>
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static float quadVert[] = {
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static float quadVert[] = { // Y up, front = CW
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-1, -1, 0,
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-1, -1, 0,
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-1, 1, 0,
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-1, 1, 0,
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1, -1, 0,
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1, -1, 0,
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@ -59,7 +59,7 @@
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// of -1/1. These will be corrected for by an extra transformation when
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// of -1/1. These will be corrected for by an extra transformation when
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// calculating the modelview-projection matrix.
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// calculating the modelview-projection matrix.
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static float vertexData[] = {
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static float vertexData[] = { // Y up, front = CW
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// x, y, z, u, v
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// x, y, z, u, v
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-1, -1, 0, 0, 1,
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-1, -1, 0, 0, 1,
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-1, 1, 0, 0, 0,
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-1, 1, 0, 0, 0,
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@ -56,7 +56,7 @@
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// of -1/1. These will be corrected for by an extra transformation when
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// of -1/1. These will be corrected for by an extra transformation when
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// calculating the modelview-projection matrix.
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// calculating the modelview-projection matrix.
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static float vertexData[] = {
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static float vertexData[] = { // Y up, front = CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f
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@ -337,7 +337,7 @@ void TriangleRenderer::initResources()
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rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well
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rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well
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rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rs.lineWidth = 1.0f;
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rs.lineWidth = 1.0f;
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pipelineInfo.pRasterizationState = &rs;
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pipelineInfo.pRasterizationState = &rs;
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@ -2694,15 +2694,11 @@ QImage QVulkanWindow::grab()
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system differences between OpenGL and Vulkan.
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system differences between OpenGL and Vulkan.
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By pre-multiplying the projection matrix with this matrix, applications can
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By pre-multiplying the projection matrix with this matrix, applications can
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continue to assume OpenGL-style Y coordinates in clip space (i.e. Y pointing
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continue to assume that Y is pointing upwards, and can set minDepth and
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upwards), and can set minDepth and maxDepth to 0 and 1, respectively,
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maxDepth in the viewport to 0 and 1, respectively, without having to do any
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without any further corrections to the vertex Z positions, while using the
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further corrections to the vertex Z positions. Geometry from OpenGL
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projection matrices retrieved from the QMatrix4x4 functions, such as
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applications can then be used as-is, assuming a rasterization state matching
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QMatrix4x4::perspective(), as-is.
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the OpenGL culling and front face settings.
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\note With vertex data following the default OpenGL rules (that is, the
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front face being CCW), the correct winding order in the rasterization state
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after applying this matrix is clockwise (\c{VK_FRONT_FACE_CLOCKWISE}).
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*/
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*/
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QMatrix4x4 QVulkanWindow::clipCorrectionMatrix()
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QMatrix4x4 QVulkanWindow::clipCorrectionMatrix()
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{
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{
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