qt5base-lts/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp
Laszlo Agocs f1c7814a55 rhi: Remove QVectors from the data description structs as well
As usual, keep some QVector overloads around to allow Qt Quick to compile.

Color attachments and vertex input bindings get an at(index) type of
accessor, unlike any other of similar lists. This is because there the
index is significant, and sequential iteration is not the only type of
operation that is performed. Sometimes a lookup based on an index will
be needed as well.

Task-number: QTBUG-78883
Change-Id: I3882941f09e94ee2f179e0e9b8161551f0d5dae7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-03 09:37:48 +02:00

225 lines
8.0 KiB
C++

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#include "texturedcuberenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
#include "../shared/cube.h"
const bool MIPMAP = true;
const bool AUTOGENMIPMAP = true;
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)"));
m_vbuf->build();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)"));
m_ubuf->build();
m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
QRhiTexture::Flags texFlags = 0;
if (MIPMAP)
texFlags |= QRhiTexture::MipMapped;
if (AUTOGENMIPMAP)
texFlags |= QRhiTexture::UsedWithGenerateMips;
m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags);
m_tex->setName(QByteArrayLiteral("Qt texture"));
m_tex->build();
m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
m_sampler->build();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
});
m_srb->build();
m_ps = m_r->newGraphicsPipeline();
// No blending but the texture has alpha which we do not want to write out.
// Be nice. (would not matter for an onscreen window but makes a difference
// when reading back and saving into image files f.ex.)
QRhiGraphicsPipeline::TargetBlend blend;
blend.colorWrite = QRhiGraphicsPipeline::R | QRhiGraphicsPipeline::G | QRhiGraphicsPipeline::B;
m_ps->setTargetBlends({ blend });
m_ps->setDepthTest(true);
m_ps->setDepthWrite(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
m_ps->setCullMode(QRhiGraphicsPipeline::Back);
m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
m_ps->setSampleCount(m_sampleCount);
QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
Q_ASSERT(fs.isValid());
m_ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(rp);
m_ps->build();
}
void TexturedCubeRenderer::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 TexturedCubeRenderer::releaseResources()
{
delete m_ps;
m_ps = nullptr;
delete m_srb;
m_srb = nullptr;
delete m_sampler;
m_sampler = nullptr;
delete m_tex;
m_tex = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void TexturedCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
qint32 flip = 0;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
}
if (!m_image.isNull()) {
if (MIPMAP) {
QVarLengthArray<QRhiTextureUploadEntry, 16> descEntries;
if (!AUTOGENMIPMAP) {
// the ghetto mipmap generator...
for (int i = 0, ie = m_r->mipLevelsForSize(m_image.size()); i != ie; ++i) {
QImage image = m_image.scaled(m_r->sizeForMipLevel(i, m_image.size()));
descEntries.append({ 0, i, image });
}
} else {
descEntries.append({ 0, 0, m_image });
}
QRhiTextureUploadDescription desc;
desc.setEntries(descEntries.cbegin(), descEntries.cend());
resourceUpdates->uploadTexture(m_tex, desc);
if (AUTOGENMIPMAP)
resourceUpdates->generateMips(m_tex);
} else {
resourceUpdates->uploadTexture(m_tex, m_image);
}
m_image = QImage();
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.scale(0.5f);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
}
void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
{
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ m_vbuf, 0 },
{ m_vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
}