qt5base-lts/tests/manual/rhi/triquadcube/trianglerenderer.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

203 lines
6.9 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->create();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
m_ubuf->create();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->create();
m_ps = m_r->newGraphicsPipeline();
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults...
premulAlphaBlend.enable = true;
QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 4> rtblends;
for (int i = 0; i < m_colorAttCount; ++i)
rtblends << premulAlphaBlend;
m_ps->setTargetBlends(rtblends.cbegin(), rtblends.cend());
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->create();
}
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->create();
}
++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);
}