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

223 lines
7.8 KiB
C++

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#include "texturedcuberenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
#include "../shared/cube.h"
const bool MIPMAP = true;
const bool AUTOGENMIPMAP = true;
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)"));
m_vbuf->build();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)"));
m_ubuf->build();
m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
QRhiTexture::Flags texFlags = 0;
if (MIPMAP)
texFlags |= QRhiTexture::MipMapped;
if (AUTOGENMIPMAP)
texFlags |= QRhiTexture::UsedWithGenerateMips;
m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags);
m_tex->setName(QByteArrayLiteral("Qt texture"));
m_tex->build();
m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
m_sampler->build();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
});
m_srb->build();
m_ps = m_r->newGraphicsPipeline();
// No blending but the texture has alpha which we do not want to write out.
// Be nice. (would not matter for an onscreen window but makes a difference
// when reading back and saving into image files f.ex.)
QRhiGraphicsPipeline::TargetBlend blend;
blend.colorWrite = QRhiGraphicsPipeline::R | QRhiGraphicsPipeline::G | QRhiGraphicsPipeline::B;
m_ps->setTargetBlends({ blend });
m_ps->setDepthTest(true);
m_ps->setDepthWrite(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
m_ps->setCullMode(QRhiGraphicsPipeline::Back);
m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
m_ps->setSampleCount(m_sampleCount);
QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
Q_ASSERT(fs.isValid());
m_ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(rp);
m_ps->build();
}
void TexturedCubeRenderer::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 TexturedCubeRenderer::releaseResources()
{
delete m_ps;
m_ps = nullptr;
delete m_srb;
m_srb = nullptr;
delete m_sampler;
m_sampler = nullptr;
delete m_tex;
m_tex = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void TexturedCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
qint32 flip = 0;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
}
if (!m_image.isNull()) {
if (MIPMAP) {
QRhiTextureUploadDescription desc;
if (!AUTOGENMIPMAP) {
// the ghetto mipmap generator...
for (int i = 0, ie = m_r->mipLevelsForSize(m_image.size()); i != ie; ++i) {
QImage image = m_image.scaled(m_r->sizeForMipLevel(i, m_image.size()));
desc.append({ 0, i, image });
}
} else {
desc.append({ 0, 0, m_image });
}
resourceUpdates->uploadTexture(m_tex, desc);
if (AUTOGENMIPMAP)
resourceUpdates->generateMips(m_tex);
} else {
resourceUpdates->uploadTexture(m_tex, m_image);
}
m_image = QImage();
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.scale(0.5f);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
}
void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
{
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ m_vbuf, 0 },
{ m_vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
}