05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
134 lines
4.5 KiB
C++
134 lines
4.5 KiB
C++
// Copyright (C) 2019 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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#include <QRandomGenerator>
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// Instanced draw example. When running with OpenGL, at least 3.3 or ES 3.0 is
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// needed.
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const int INSTANCE_COUNT = 1024;
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *instBuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Instancing))
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qFatal("Instanced drawing is not supported");
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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// transform + color (mat4 + vec3), interleaved, for each instance
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d.instBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, INSTANCE_COUNT * 19 * sizeof(float));
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d.instBuf->create();
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d.releasePool << d.instBuf;
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 12);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf)
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});
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/inst.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/inst.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) }, // cube vertices
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{ 19 * sizeof(float), QRhiVertexInputBinding::PerInstance }, // per-instance transform and color
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }, // position
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{ 1, 1, QRhiVertexInputAttribute::Float4, 0, 0 }, // instMat
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{ 1, 2, QRhiVertexInputAttribute::Float4, 4 * sizeof(float), 1 },
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{ 1, 3, QRhiVertexInputAttribute::Float4, 8 * sizeof(float), 2 },
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{ 1, 4, QRhiVertexInputAttribute::Float4, 12 * sizeof(float), 3 },
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{ 1, 5, QRhiVertexInputAttribute::Float3, 16 * sizeof(float) }, // instColor
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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QByteArray instData;
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instData.resize(INSTANCE_COUNT * 19 * sizeof(float));
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float *p = reinterpret_cast<float *>(instData.data());
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QRandomGenerator *rgen = QRandomGenerator::global();
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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QMatrix4x4 m;
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m.translate(rgen->bounded(8000) / 100.0f - 40.0f,
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rgen->bounded(8000) / 100.0f - 40.0f,
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0.0f);
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memcpy(p, m.constData(), 16 * sizeof(float));
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p += 16;
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// color
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*p++ = i / float(INSTANCE_COUNT);
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*p++ = 0.0f;
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*p++ = 0.0f;
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}
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d.initialUpdates->uploadStaticBuffer(d.instBuf, instData.constData());
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(0.05f);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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}
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding[] = {
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{ d.vbuf, 0 },
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{ d.instBuf, 0 }
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};
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cb->setVertexInput(0, 2, vbufBinding);
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cb->draw(36, INSTANCE_COUNT);
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cb->endPass();
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}
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