7000b66f7e
Forcing users to go through a QVector, when in practice they almost always want to source the data from an initializer list, a QVarLengthArray, or a plain C array, is not ideal. Especially since we can reason about the maximum number of elements in the vast majority of use cases for all the affected lists. QRhiResource is also not copyable so we do not need the usual machinery offered by containers. So switch to a QVarLengthArray. Note that a resource is not a container. The only operations we are interested in is to be able to source data either via an initializer list or by iterating on something, and to be able to extract the data, in case a user wishes to set up another resource based on the existing one. In some cases a QVector overload is kept for source compatibility with other modules (Qt Quick). These may be removed in the future. Also do a similar QVector->QVarLengthArray change in the srb-related data in the backends. Change-Id: I6f5b2ebd8e75416ce0cca0817bb529446a4cb664 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
203 lines
6.9 KiB
C++
203 lines
6.9 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 "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->build();
|
|
m_vbufReady = false;
|
|
|
|
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
|
|
m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
|
|
m_ubuf->build();
|
|
|
|
m_srb = m_r->newShaderResourceBindings();
|
|
m_srb->setBindings({
|
|
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
|
|
});
|
|
m_srb->build();
|
|
|
|
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->build();
|
|
}
|
|
|
|
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->build();
|
|
}
|
|
++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);
|
|
}
|