8dee03500e
Simple window with a rotating rectangle that can be captured using QGraphicsFrameCapture. Task-number: QTBUG-116146 Change-Id: Ia3b6928e469d926c53260ee40ed5af97dd280c08 Reviewed-by: Janne Koskinen <janne.p.koskinen@qt.io>
117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
// Copyright (C) 2023 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "examplewindow.h"
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#include <QFile>
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#include <rhi/qshader.h>
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static float vertexData[] = {
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// Y up (note clipSpaceCorrMatrix in m_proj), CCW
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-0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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};
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ExampleWindow::ExampleWindow(QRhi::Implementation graphicsApi)
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: Window(graphicsApi)
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{
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}
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QShader ExampleWindow::getShader(const QString &name)
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{
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QFile f(name);
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if (f.open(QIODevice::ReadOnly))
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return QShader::fromSerialized(f.readAll());
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return QShader();
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}
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void ExampleWindow::customInit()
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{
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m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)));
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m_vbuf->create();
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m_vbufReady = false;
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m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68));
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m_ubuf->create();
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m_srb.reset(m_rhi->newShaderResourceBindings());
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m_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
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m_ubuf.get())
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});
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m_srb->create();
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m_ps.reset(m_rhi->newGraphicsPipeline());
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QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
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premulAlphaBlend.enable = true;
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m_ps->setTargetBlends({ premulAlphaBlend });
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const QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
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if (!vs.isValid())
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qFatal("Failed to load shader pack (vertex)");
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const QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
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if (!fs.isValid())
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qFatal("Failed to load shader pack (fragment)");
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m_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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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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m_ps->setVertexInputLayout(inputLayout);
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m_ps->setShaderResourceBindings(m_srb.get());
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m_ps->setRenderPassDescriptor(m_rp.get());
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m_ps->create();
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}
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// called once per frame
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void ExampleWindow::customRender()
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{
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QRhiResourceUpdateBatch *u = m_rhi->nextResourceUpdateBatch();
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if (!m_vbufReady) {
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m_vbufReady = true;
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u->uploadStaticBuffer(m_vbuf.get(), vertexData);
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}
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m_rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(m_rotation, 0, 0, 1);
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u->updateDynamicBuffer(m_ubuf.get(), 0, 64, mvp.constData());
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m_opacity += m_opacityDir * 0.005f;
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if (m_opacity < 0.0f || m_opacity > 1.0f) {
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m_opacityDir *= -1;
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m_opacity = qBound(0.0f, m_opacity, 1.0f);
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}
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u->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity);
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.0f, 0.0f, 0.0f, 1.0f), { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(m_ps.get());
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(6);
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cb->endPass();
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}
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