53599592e0
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>
96 lines
3.7 KiB
C++
96 lines
3.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2018 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef TRIANGLEONCUBERENDERER_H
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#define TRIANGLEONCUBERENDERER_H
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#include "trianglerenderer.h"
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class TriangleOnCubeRenderer
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{
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public:
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void setRhi(QRhi *r) { m_r = r; }
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void setSampleCount(int samples) { m_sampleCount = samples; }
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void setTranslation(const QVector3D &v) { m_translation = v; }
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void initResources(QRhiRenderPassDescriptor *rp);
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void releaseResources();
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void resize(const QSize &pixelSize);
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void queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates);
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void queueOffscreenPass(QRhiCommandBuffer *cb);
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void queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels);
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private:
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QRhi *m_r;
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QRhiBuffer *m_vbuf = nullptr;
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bool m_vbufReady = false;
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QRhiBuffer *m_ubuf = nullptr;
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QRhiTexture *m_tex = nullptr;
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QRhiRenderBuffer *m_ds = nullptr;
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QRhiTexture *m_tex2 = nullptr;
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QRhiTexture *m_depthTex = nullptr;
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QRhiSampler *m_sampler = nullptr;
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QRhiTextureRenderTarget *m_rt = nullptr;
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QRhiRenderPassDescriptor *m_rp = nullptr;
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QRhiShaderResourceBindings *m_srb = nullptr;
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QRhiGraphicsPipeline *m_ps = nullptr;
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QVector3D m_translation;
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QMatrix4x4 m_proj;
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float m_rotation = 0;
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int m_sampleCount = 1; // no MSAA by default
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TriangleRenderer m_offscreenTriangle;
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QImage m_image;
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};
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#endif
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