qt5base-lts/tests/manual/rhi/triquadcube/quadrenderer.cpp
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

149 lines
5.3 KiB
C++

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#include "quadrenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
// Renders a quad using indexed drawing. No QRhiGraphicsPipeline is created, it
// expects to reuse the one created by TriangleRenderer. A separate
// QRhiShaderResourceBindings is still needed, this will override the one the
// QRhiGraphicsPipeline references.
static float vertexData[] =
{ // Y up (note m_proj), CCW
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f
};
static quint16 indexData[] =
{
0, 1, 2, 0, 2, 3
};
void QuadRenderer::initResources(QRhiRenderPassDescriptor *)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
m_vbuf->build();
m_vbufReady = false;
m_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
m_ibuf->build();
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->build();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->build();
}
void QuadRenderer::setPipeline(QRhiGraphicsPipeline *ps)
{
m_ps = ps;
}
void QuadRenderer::resize(const QSize &pixelSize)
{
m_proj = m_r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
}
void QuadRenderer::releaseResources()
{
delete m_srb;
m_srb = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_ibuf;
m_ibuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void QuadRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
resourceUpdates->uploadStaticBuffer(m_ibuf, indexData);
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
if (!m_opacityReady) {
m_opacityReady = true;
const float opacity = 1.0f;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &opacity);
}
}
void QuadRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &/*outputSizeInPixels*/)
{
cb->setGraphicsPipeline(m_ps);
//cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources(m_srb);
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, m_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
}