56977990e0
For historical reasons we use build and release instead of create and destroy. This becomes confusing now that more modules in Qt start taking QRhi into use. Migrate to the more familiar naming, so those who have used QWindow or QOpenGLContext before will find it natural. Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
260 lines
9.7 KiB
C++
260 lines
9.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2018 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "../shared/examplefw.h"
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// Uses a multisample renderbuffer (whatever that may be on a given backend) to
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// render to and then resolves the samples into a non-multisample texture.
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static float vertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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static float triangleData[] =
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{ // Y up, CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
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};
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struct {
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QVector<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiRenderBuffer *rb = nullptr;
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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiBuffer *triUbuf = nullptr;
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QRhiShaderResourceBindings *triSrb = nullptr;
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QRhiGraphicsPipeline *triPs = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 triBaseMvp;
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float triRot = 0;
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QMatrix4x4 winProj;
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} d;
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void Window::customInit()
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{
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA
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d.rb->create();
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d.releasePool << d.rb;
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// the non-msaa texture that will be the destination in the resolve
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d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize(), 1, QRhiTexture::RenderTarget);
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d.releasePool << d.tex;
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d.tex->create();
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// rb is multisample, instead of writing out the msaa data into it,
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// resolve into d.tex at the end of each render pass
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QRhiTextureRenderTargetDescription rtDesc;
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QRhiColorAttachment rtAtt(d.rb);
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rtAtt.setResolveTexture(d.tex);
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rtDesc.setColorAttachments({ rtAtt });
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d.rt = m_r->newTextureRenderTarget(rtDesc);
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->create();
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d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.releasePool << d.triUbuf;
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d.triUbuf->create();
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d.triSrb = m_r->newShaderResourceBindings();
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d.releasePool << d.triSrb;
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d.triSrb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
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});
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d.triSrb->create();
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d.triPs = m_r->newGraphicsPipeline();
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d.releasePool << d.triPs;
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d.triPs->setSampleCount(4); // must match the render target
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d.triPs->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 5 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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d.triPs->setRenderPassDescriptor(d.rtRp);
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d.triPs->create();
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->create();
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
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});
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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});
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inputLayout.setBindings({
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{ 4 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
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d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
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d.triBaseMvp = m_r->clipSpaceCorrMatrix();
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d.triBaseMvp.perspective(45.0f, d.rb->pixelSize().width() / float(d.rb->pixelSize().height()), 0.01f, 1000.0f);
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d.triBaseMvp.translate(0, 0, -2);
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float opacity = 1.0f;
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d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
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qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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QMatrix4x4 triMvp = d.triBaseMvp;
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triMvp.rotate(d.triRot, 0, 1, 0);
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d.triRot += 1;
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u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(2.5f);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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}
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// offscreen (triangle, msaa)
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cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.rb->pixelSize().width()), float(d.rb->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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// onscreen (quad)
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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vbufBinding.second = 0;
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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