qt5base-lts/tests/manual/rhi/triquadcube/texturedcuberenderer.h
Laszlo Agocs 53599592e0 Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).

All APIs are private for now.

Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.

The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.

Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-13 10:13:45 +02:00

87 lines
3.4 KiB
C++

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#ifndef TEXTUREDCUBERENDERER_H
#define TEXTUREDCUBERENDERER_H
#include <QtGui/private/qrhi_p.h>
class TexturedCubeRenderer
{
public:
void setRhi(QRhi *r) { m_r = r; }
void setSampleCount(int samples) { m_sampleCount = samples; }
void setTranslation(const QVector3D &v) { m_translation = v; }
void initResources(QRhiRenderPassDescriptor *rp);
void releaseResources();
void resize(const QSize &pixelSize);
void queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates);
void queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels);
private:
QRhi *m_r;
QRhiBuffer *m_vbuf = nullptr;
bool m_vbufReady = false;
QRhiBuffer *m_ubuf = nullptr;
QImage m_image;
QRhiTexture *m_tex = nullptr;
QRhiSampler *m_sampler = nullptr;
QRhiShaderResourceBindings *m_srb = nullptr;
QRhiGraphicsPipeline *m_ps = nullptr;
QVector3D m_translation;
QMatrix4x4 m_proj;
float m_rotation = 0;
int m_sampleCount = 1; // no MSAA by default
};
#endif