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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "../shared/examplefw.h" #include "../shared/cube.h" #include // Instanced draw example. When running with OpenGL, at least 3.3 or ES 3.0 is // needed. const int INSTANCE_COUNT = 1024; struct { QList releasePool; QRhiBuffer *vbuf = nullptr; QRhiBuffer *instBuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; QMatrix4x4 winProj; } d; void Window::customInit() { if (!m_r->isFeatureSupported(QRhi::Instancing)) qFatal("Instanced drawing is not supported"); d.initialUpdates = m_r->nextResourceUpdateBatch(); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); // transform + color (mat4 + vec3), interleaved, for each instance d.instBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, INSTANCE_COUNT * 19 * sizeof(float)); d.instBuf->create(); d.releasePool << d.instBuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 12); d.ubuf->create(); d.releasePool << d.ubuf; d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf) }); d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/inst.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/inst.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, // cube vertices { 19 * sizeof(float), QRhiVertexInputBinding::PerInstance }, // per-instance transform and color }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, // position { 1, 1, QRhiVertexInputAttribute::Float4, 0, 0 }, // instMat { 1, 2, QRhiVertexInputAttribute::Float4, 4 * sizeof(float), 1 }, { 1, 3, QRhiVertexInputAttribute::Float4, 8 * sizeof(float), 2 }, { 1, 4, QRhiVertexInputAttribute::Float4, 12 * sizeof(float), 3 }, { 1, 5, QRhiVertexInputAttribute::Float3, 16 * sizeof(float) }, // instColor }); d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); d.ps->create(); QByteArray instData; instData.resize(INSTANCE_COUNT * 19 * sizeof(float)); float *p = reinterpret_cast(instData.data()); QRandomGenerator *rgen = QRandomGenerator::global(); for (int i = 0; i < INSTANCE_COUNT; ++i) { QMatrix4x4 m; m.translate(rgen->bounded(8000) / 100.0f - 40.0f, rgen->bounded(8000) / 100.0f - 40.0f, 0.0f); memcpy(p, m.constData(), 16 * sizeof(float)); p += 16; // color *p++ = i / float(INSTANCE_COUNT); *p++ = 0.0f; *p++ = 0.0f; } d.initialUpdates->uploadStaticBuffer(d.instBuf, instData.constData()); } void Window::customRelease() { qDeleteAll(d.releasePool); d.releasePool.clear(); } void Window::customRender() { const QSize outputSizeInPixels = m_sc->currentPixelSize(); QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); if (d.initialUpdates) { u->merge(d.initialUpdates); d.initialUpdates->release(); d.initialUpdates = nullptr; } if (d.winProj != m_proj) { d.winProj = m_proj; QMatrix4x4 mvp = m_proj; mvp.scale(0.05f); u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); } cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u); cb->setGraphicsPipeline(d.ps); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBinding[] = { { d.vbuf, 0 }, { d.instBuf, 0 } }; cb->setVertexInput(0, 2, vbufBinding); cb->draw(36, INSTANCE_COUNT); cb->endPass(); }