qt5base-lts/tests/manual/rhi/triquadcube/trianglerenderer.h
Laszlo Agocs 53599592e0 Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).

All APIs are private for now.

Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.

The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.

Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-13 10:13:45 +02:00

94 lines
3.7 KiB
C++

/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef TRIANGLERENDERER_H
#define TRIANGLERENDERER_H
#include <QtGui/private/qrhi_p.h>
class TriangleRenderer
{
public:
void setRhi(QRhi *r) { m_r = r; }
void setSampleCount(int samples) { m_sampleCount = samples; }
int sampleCount() const { return m_sampleCount; }
void setTranslation(const QVector3D &v) { m_translation = v; }
void setScale(float f) { m_scale = f; }
void setDepthWrite(bool enable) { m_depthWrite = enable; }
void setColorAttCount(int count) { m_colorAttCount = count; }
QRhiGraphicsPipeline *pipeline() const { return m_ps; }
void initResources(QRhiRenderPassDescriptor *rp);
void releaseResources();
void resize(const QSize &pixelSize);
void queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates);
void queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels);
private:
QRhi *m_r;
QRhiBuffer *m_vbuf = nullptr;
bool m_vbufReady = false;
QRhiBuffer *m_ubuf = nullptr;
QRhiShaderResourceBindings *m_srb = nullptr;
QRhiGraphicsPipeline *m_ps = nullptr;
QVector3D m_translation;
float m_scale = 1;
bool m_depthWrite = false;
int m_colorAttCount = 1;
QMatrix4x4 m_proj;
float m_rotation = 0;
float m_opacity = 1;
int m_opacityDir = -1;
int m_sampleCount = 1; // no MSAA by default
};
#endif