qt5base-lts/tests/manual/rhi/triquadcube/trianglerenderer.cpp
Laszlo Agocs 7000b66f7e Remove QVector in the API of QRhiResource subclasses
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>
2019-09-30 20:07:43 +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->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);
}