qt5base-lts/tests/manual/rhi/triquadcube/quadrenderer.cpp
Laszlo Agocs 56977990e0 rhi: Harmonize create-destroy API pattern with the rest of Qt
For historical reasons we use build and release instead of create and
destroy. This becomes confusing now that more modules in Qt start taking
QRhi into use. Migrate to the more familiar naming, so those who have
used QWindow or QOpenGLContext before will find it natural.

Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
2020-05-28 17:53:32 +02:00

149 lines
5.3 KiB
C++

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#include "quadrenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
// Renders a quad using indexed drawing. No QRhiGraphicsPipeline is created, it
// expects to reuse the one created by TriangleRenderer. A separate
// QRhiShaderResourceBindings is still needed, this will override the one the
// QRhiGraphicsPipeline references.
static float vertexData[] =
{ // Y up (note m_proj), CCW
-0.5f, 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,
0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f
};
static quint16 indexData[] =
{
0, 1, 2, 0, 2, 3
};
void QuadRenderer::initResources(QRhiRenderPassDescriptor *)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
m_vbuf->create();
m_vbufReady = false;
m_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
m_ibuf->create();
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->create();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->create();
}
void QuadRenderer::setPipeline(QRhiGraphicsPipeline *ps)
{
m_ps = ps;
}
void QuadRenderer::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 QuadRenderer::releaseResources()
{
delete m_srb;
m_srb = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_ibuf;
m_ibuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void QuadRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
resourceUpdates->uploadStaticBuffer(m_ibuf, indexData);
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
if (!m_opacityReady) {
m_opacityReady = true;
const float opacity = 1.0f;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &opacity);
}
}
void QuadRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &/*outputSizeInPixels*/)
{
cb->setGraphicsPipeline(m_ps);
//cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources(m_srb);
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, m_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
}