6f4aa54131
D3D11 and GL (4.3+, ES 3.1+) will come separately at a later time. Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
293 lines
10 KiB
C++
293 lines
10 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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#include "triangleoncuberenderer.h"
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#include <QFile>
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#include <QtGui/private/qshader_p.h>
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// toggle to test the preserved content (no clear) path
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const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false;
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const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false;
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const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass
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const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0)
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const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok)
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#include "../shared/cube.h"
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static QShader getShader(const QString &name)
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{
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QFile f(name);
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if (f.open(QIODevice::ReadOnly))
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return QShader::fromSerialized(f.readAll());
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return QShader();
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}
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static const QSize OFFSCREEN_SIZE(512, 512);
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void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
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{
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)"));
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m_vbuf->build();
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m_vbufReady = false;
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m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
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m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)"));
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m_ubuf->build();
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if (IMAGE_UNDER_OFFSCREEN_RENDERING) {
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m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888);
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if (m_r->isYUpInFramebuffer())
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m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well
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}
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m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
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m_tex->setName(QByteArrayLiteral("Texture for offscreen content"));
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m_tex->build();
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if (MRT) {
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m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
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m_tex2->build();
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}
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if (DS_ATT) {
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m_offscreenTriangle.setDepthWrite(true);
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m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize());
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m_ds->build();
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}
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if (DEPTH_TEXTURE) {
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m_offscreenTriangle.setDepthWrite(true);
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m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
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m_depthTex->build();
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}
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m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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m_sampler->build();
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m_srb = m_r->newShaderResourceBindings();
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m_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
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});
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m_srb->build();
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m_ps = m_r->newGraphicsPipeline();
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m_ps->setDepthTest(true);
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m_ps->setDepthWrite(true);
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m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
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m_ps->setCullMode(QRhiGraphicsPipeline::Back);
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m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
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m_ps->setSampleCount(m_sampleCount);
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QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
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Q_ASSERT(fs.isValid());
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m_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
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});
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m_ps->setVertexInputLayout(inputLayout);
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m_ps->setShaderResourceBindings(m_srb);
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m_ps->setRenderPassDescriptor(rp);
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m_ps->build();
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QRhiTextureRenderTarget::Flags rtFlags = 0;
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if (IMAGE_UNDER_OFFSCREEN_RENDERING)
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rtFlags |= QRhiTextureRenderTarget::PreserveColorContents;
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if (DEPTH_TEXTURE) {
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QRhiTextureRenderTargetDescription desc;
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desc.setDepthTexture(m_depthTex);
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m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
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} else {
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QRhiTextureRenderTargetDescription desc;
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QRhiColorAttachment color0 { m_tex };
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if (DS_ATT)
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desc.setDepthStencilBuffer(m_ds);
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if (MRT) {
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m_offscreenTriangle.setColorAttCount(2);
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QRhiColorAttachment color1 { m_tex2 };
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desc.setColorAttachments({ color0, color1 });
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} else {
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desc.setColorAttachments({ color0 });
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}
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m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
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}
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m_rp = m_rt->newCompatibleRenderPassDescriptor();
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m_rt->setRenderPassDescriptor(m_rp);
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m_rt->build();
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m_offscreenTriangle.setRhi(m_r);
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m_offscreenTriangle.initResources(m_rp);
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m_offscreenTriangle.setScale(2);
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// m_tex and the offscreen triangle are never multisample
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}
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void TriangleOnCubeRenderer::resize(const QSize &pixelSize)
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{
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m_proj = m_r->clipSpaceCorrMatrix();
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m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
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m_proj.translate(0, 0, -4);
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m_offscreenTriangle.resize(pixelSize);
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}
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void TriangleOnCubeRenderer::releaseResources()
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{
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m_offscreenTriangle.releaseResources();
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delete m_ps;
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m_ps = nullptr;
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delete m_srb;
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m_srb = nullptr;
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delete m_rt;
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m_rt = nullptr;
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delete m_rp;
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m_rp = nullptr;
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delete m_sampler;
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m_sampler = nullptr;
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delete m_depthTex;
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m_depthTex = nullptr;
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delete m_tex2;
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m_tex2 = nullptr;
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delete m_tex;
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m_tex = nullptr;
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delete m_ds;
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m_ds = nullptr;
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delete m_ubuf;
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m_ubuf = nullptr;
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delete m_vbuf;
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m_vbuf = nullptr;
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}
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void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
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{
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if (!m_vbufReady) {
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m_vbufReady = true;
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resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
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qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
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}
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m_rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.translate(m_translation);
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mvp.scale(0.5f);
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mvp.rotate(m_rotation, 1, 0, 0);
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resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
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// ###
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// if (DEPTH_TEXTURE) {
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// // m_tex is basically undefined here, be nice and transition the layout properly at least
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// resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead);
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// }
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}
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void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb)
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{
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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m_offscreenTriangle.queueResourceUpdates(u);
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if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) {
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u->uploadTexture(m_tex, m_image);
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if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME)
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m_image = QImage();
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}
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cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u);
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m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE);
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cb->endPass();
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}
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void TriangleOnCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
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{
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cb->setGraphicsPipeline(m_ps);
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cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ m_vbuf, 0 },
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{ m_vbuf, 36 * 3 * sizeof(float) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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}
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