af2daafde7
This was used to support QFlags f = 0 initialization, but with 0 used as a pointer literal now considered bad form, it had been changed many places to QFlags f = nullptr, which is meaningless and confusing. Change-Id: I4bc592151c255dc5cab1a232615caecc520f02e8 Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
293 lines
10 KiB
C++
293 lines
10 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."
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
#include "triangleoncuberenderer.h"
|
|
#include <QFile>
|
|
#include <QtGui/private/qshader_p.h>
|
|
|
|
// toggle to test the preserved content (no clear) path
|
|
const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false;
|
|
const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false;
|
|
|
|
const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass
|
|
|
|
const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0)
|
|
const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok)
|
|
|
|
#include "../shared/cube.h"
|
|
|
|
static QShader getShader(const QString &name)
|
|
{
|
|
QFile f(name);
|
|
if (f.open(QIODevice::ReadOnly))
|
|
return QShader::fromSerialized(f.readAll());
|
|
|
|
return QShader();
|
|
}
|
|
|
|
static const QSize OFFSCREEN_SIZE(512, 512);
|
|
|
|
void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
|
|
{
|
|
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
|
|
m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)"));
|
|
m_vbuf->build();
|
|
m_vbufReady = false;
|
|
|
|
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
|
|
m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)"));
|
|
m_ubuf->build();
|
|
|
|
if (IMAGE_UNDER_OFFSCREEN_RENDERING) {
|
|
m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888);
|
|
if (m_r->isYUpInFramebuffer())
|
|
m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well
|
|
}
|
|
|
|
m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
|
|
m_tex->setName(QByteArrayLiteral("Texture for offscreen content"));
|
|
m_tex->build();
|
|
|
|
if (MRT) {
|
|
m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
|
|
m_tex2->build();
|
|
}
|
|
|
|
if (DS_ATT) {
|
|
m_offscreenTriangle.setDepthWrite(true);
|
|
m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize());
|
|
m_ds->build();
|
|
}
|
|
|
|
if (DEPTH_TEXTURE) {
|
|
m_offscreenTriangle.setDepthWrite(true);
|
|
m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
|
|
m_depthTex->build();
|
|
}
|
|
|
|
m_sampler = m_r->newSampler(QRhiSampler::Linear, 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();
|
|
|
|
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();
|
|
|
|
QRhiTextureRenderTarget::Flags rtFlags;
|
|
if (IMAGE_UNDER_OFFSCREEN_RENDERING)
|
|
rtFlags |= QRhiTextureRenderTarget::PreserveColorContents;
|
|
|
|
if (DEPTH_TEXTURE) {
|
|
QRhiTextureRenderTargetDescription desc;
|
|
desc.setDepthTexture(m_depthTex);
|
|
m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
|
|
} else {
|
|
QRhiTextureRenderTargetDescription desc;
|
|
QRhiColorAttachment color0 { m_tex };
|
|
if (DS_ATT)
|
|
desc.setDepthStencilBuffer(m_ds);
|
|
if (MRT) {
|
|
m_offscreenTriangle.setColorAttCount(2);
|
|
QRhiColorAttachment color1 { m_tex2 };
|
|
desc.setColorAttachments({ color0, color1 });
|
|
} else {
|
|
desc.setColorAttachments({ color0 });
|
|
}
|
|
m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
|
|
}
|
|
|
|
m_rp = m_rt->newCompatibleRenderPassDescriptor();
|
|
m_rt->setRenderPassDescriptor(m_rp);
|
|
|
|
m_rt->build();
|
|
|
|
m_offscreenTriangle.setRhi(m_r);
|
|
m_offscreenTriangle.initResources(m_rp);
|
|
m_offscreenTriangle.setScale(2);
|
|
// m_tex and the offscreen triangle are never multisample
|
|
}
|
|
|
|
void TriangleOnCubeRenderer::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);
|
|
|
|
m_offscreenTriangle.resize(pixelSize);
|
|
}
|
|
|
|
void TriangleOnCubeRenderer::releaseResources()
|
|
{
|
|
m_offscreenTriangle.releaseResources();
|
|
|
|
delete m_ps;
|
|
m_ps = nullptr;
|
|
|
|
delete m_srb;
|
|
m_srb = nullptr;
|
|
|
|
delete m_rt;
|
|
m_rt = nullptr;
|
|
|
|
delete m_rp;
|
|
m_rp = nullptr;
|
|
|
|
delete m_sampler;
|
|
m_sampler = nullptr;
|
|
|
|
delete m_depthTex;
|
|
m_depthTex = nullptr;
|
|
|
|
delete m_tex2;
|
|
m_tex2 = nullptr;
|
|
|
|
delete m_tex;
|
|
m_tex = nullptr;
|
|
|
|
delete m_ds;
|
|
m_ds = nullptr;
|
|
|
|
delete m_ubuf;
|
|
m_ubuf = nullptr;
|
|
|
|
delete m_vbuf;
|
|
m_vbuf = nullptr;
|
|
}
|
|
|
|
void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
|
|
{
|
|
if (!m_vbufReady) {
|
|
m_vbufReady = true;
|
|
resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
|
|
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
|
|
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
|
|
}
|
|
|
|
m_rotation += 1.0f;
|
|
QMatrix4x4 mvp = m_proj;
|
|
mvp.translate(m_translation);
|
|
mvp.scale(0.5f);
|
|
mvp.rotate(m_rotation, 1, 0, 0);
|
|
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
|
|
|
|
// ###
|
|
// if (DEPTH_TEXTURE) {
|
|
// // m_tex is basically undefined here, be nice and transition the layout properly at least
|
|
// resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead);
|
|
// }
|
|
}
|
|
|
|
void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb)
|
|
{
|
|
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
|
|
m_offscreenTriangle.queueResourceUpdates(u);
|
|
|
|
if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) {
|
|
u->uploadTexture(m_tex, m_image);
|
|
if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME)
|
|
m_image = QImage();
|
|
}
|
|
|
|
cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u);
|
|
m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE);
|
|
cb->endPass();
|
|
}
|
|
|
|
void TriangleOnCubeRenderer::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);
|
|
}
|