qt5base-lts/tests/manual/rhi/triquadcube/trianglerenderer.cpp
Laszlo Agocs 6f4aa54131 rhi: Add compute api and implement for Vulkan and Metal
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>
2019-06-17 10:32:57 +02:00

203 lines
6.8 KiB
C++

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#include "trianglerenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
//#define VBUF_IS_DYNAMIC
static float vertexData[] = { // Y up (note m_proj), CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp)
{
#ifdef VBUF_IS_DYNAMIC
m_vbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, sizeof(vertexData));
#else
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
#endif
m_vbuf->setName(QByteArrayLiteral("Triangle vbuf"));
m_vbuf->build();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
m_ubuf->build();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->build();
m_ps = m_r->newGraphicsPipeline();
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults...
premulAlphaBlend.enable = true;
QVector<QRhiGraphicsPipeline::TargetBlend> rtblends;
for (int i = 0; i < m_colorAttCount; ++i)
rtblends << premulAlphaBlend;
m_ps->setTargetBlends(rtblends);
m_ps->setSampleCount(m_sampleCount);
if (m_depthWrite) { // TriangleOnCube may want to exercise this
m_ps->setDepthTest(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Always);
m_ps->setDepthWrite(true);
}
QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
Q_ASSERT(fs.isValid());
m_ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 7 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(rp);
m_ps->build();
}
void TriangleRenderer::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 TriangleRenderer::releaseResources()
{
delete m_ps;
m_ps = nullptr;
delete m_srb;
m_srb = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
#if 0
static int messWithBufferTrigger = 0;
// recreate the underlying VkBuffer every second frame
// to exercise setShaderResources' built-in smartness
if (!(messWithBufferTrigger & 1)) {
m_ubuf->release();
m_ubuf->build();
}
++messWithBufferTrigger;
#endif
if (!m_vbufReady) {
m_vbufReady = true;
#ifdef VBUF_IS_DYNAMIC
resourceUpdates->updateDynamicBuffer(m_vbuf, 0, m_vbuf->size(), vertexData);
#else
resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
#endif
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.scale(m_scale);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
m_opacity += m_opacityDir * 0.005f;
if (m_opacity < 0.0f || m_opacity > 1.0f) {
m_opacityDir *= -1;
m_opacity = qBound(0.0f, m_opacity, 1.0f);
}
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
}
void TriangleRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
{
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
}