qt5base-lts/tests/manual/rhi/cubemap/cubemap.cpp
Laszlo Agocs 22d22eb282 rhi: Add a --transparent option to manual tests
This will also cause clearing to 0,0,0,0.

Essential in order to allow fast testing of window transparency
issues in combination with QRhi and the various backends.

Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-26 17:02:12 +02:00

180 lines
6.9 KiB
C++

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#include "../shared/examplefw.h"
#include "../shared/cube.h"
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
} d;
void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->build();
d.releasePool << d.vbuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
d.ubuf->build();
d.releasePool << d.ubuf;
const QSize cubeMapSize(512, 512);
d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap);
d.releasePool << d.tex;
d.tex->build();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
QImage img = QImage(":/c.png").mirrored().convertToFormat(QImage::Format_RGBA8888);
// just use the same image for all faces for now
QRhiTextureSubresourceUploadDescription subresDesc(img);
QRhiTextureUploadDescription desc({
{ 0, 0, subresDesc }, // +X
{ 1, 0, subresDesc }, // -X
{ 2, 0, subresDesc }, // +Y
{ 3, 0, subresDesc }, // -Y
{ 4, 0, subresDesc }, // +Z
{ 5, 0, subresDesc } // -Z
});
d.initialUpdates->uploadTexture(d.tex, desc);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.releasePool << d.sampler;
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
d.srb->build();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
QShader vs = getShader(QLatin1String(":/cubemap.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/cubemap.frag.qsb"));
Q_ASSERT(fs.isValid());
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
// cube vertices go from -1..1
mvp.scale(10);
static float rx = 0;
mvp.rotate(rx, 1, 0, 0);
rx += 0.5f;
// no translation
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(36);
cb->endPass();
}