qt6windows7/examples/gui/rhiwindow/rhiwindow.cpp

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2023-11-02 05:23:55 +08:00
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "rhiwindow.h"
#include <QPlatformSurfaceEvent>
#include <QPainter>
#include <QFile>
#include <rhi/qshader.h>
//! [rhiwindow-ctor]
RhiWindow::RhiWindow(QRhi::Implementation graphicsApi)
: m_graphicsApi(graphicsApi)
{
switch (graphicsApi) {
case QRhi::OpenGLES2:
setSurfaceType(OpenGLSurface);
break;
case QRhi::Vulkan:
setSurfaceType(VulkanSurface);
break;
case QRhi::D3D11:
case QRhi::D3D12:
setSurfaceType(Direct3DSurface);
break;
case QRhi::Metal:
setSurfaceType(MetalSurface);
break;
case QRhi::Null:
break; // RasterSurface
}
}
//! [rhiwindow-ctor]
QString RhiWindow::graphicsApiName() const
{
switch (m_graphicsApi) {
case QRhi::Null:
return QLatin1String("Null (no output)");
case QRhi::OpenGLES2:
return QLatin1String("OpenGL");
case QRhi::Vulkan:
return QLatin1String("Vulkan");
case QRhi::D3D11:
return QLatin1String("Direct3D 11");
case QRhi::D3D12:
return QLatin1String("Direct3D 12");
case QRhi::Metal:
return QLatin1String("Metal");
}
return QString();
}
//! [expose]
void RhiWindow::exposeEvent(QExposeEvent *)
{
// initialize and start rendering when the window becomes usable for graphics purposes
if (isExposed() && !m_initialized) {
init();
resizeSwapChain();
m_initialized = true;
}
const QSize surfaceSize = m_hasSwapChain ? m_sc->surfacePixelSize() : QSize();
// stop pushing frames when not exposed (or size is 0)
if ((!isExposed() || (m_hasSwapChain && surfaceSize.isEmpty())) && m_initialized && !m_notExposed)
m_notExposed = true;
// Continue when exposed again and the surface has a valid size. Note that
// surfaceSize can be (0, 0) even though size() reports a valid one, hence
// trusting surfacePixelSize() and not QWindow.
if (isExposed() && m_initialized && m_notExposed && !surfaceSize.isEmpty()) {
m_notExposed = false;
m_newlyExposed = true;
}
// always render a frame on exposeEvent() (when exposed) in order to update
// immediately on window resize.
if (isExposed() && !surfaceSize.isEmpty())
render();
}
//! [expose]
//! [event]
bool RhiWindow::event(QEvent *e)
{
switch (e->type()) {
case QEvent::UpdateRequest:
render();
break;
case QEvent::PlatformSurface:
// this is the proper time to tear down the swapchain (while the native window and surface are still around)
if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
releaseSwapChain();
break;
default:
break;
}
return QWindow::event(e);
}
//! [event]
//! [rhi-init]
void RhiWindow::init()
{
if (m_graphicsApi == QRhi::Null) {
QRhiNullInitParams params;
m_rhi.reset(QRhi::create(QRhi::Null, &params));
}
#if QT_CONFIG(opengl)
if (m_graphicsApi == QRhi::OpenGLES2) {
m_fallbackSurface.reset(QRhiGles2InitParams::newFallbackSurface());
QRhiGles2InitParams params;
params.fallbackSurface = m_fallbackSurface.get();
params.window = this;
m_rhi.reset(QRhi::create(QRhi::OpenGLES2, &params));
}
#endif
#if QT_CONFIG(vulkan)
if (m_graphicsApi == QRhi::Vulkan) {
QRhiVulkanInitParams params;
params.inst = vulkanInstance();
params.window = this;
m_rhi.reset(QRhi::create(QRhi::Vulkan, &params));
}
#endif
#ifdef Q_OS_WIN
if (m_graphicsApi == QRhi::D3D11) {
QRhiD3D11InitParams params;
// Enable the debug layer, if available. This is optional
// and should be avoided in production builds.
params.enableDebugLayer = true;
m_rhi.reset(QRhi::create(QRhi::D3D11, &params));
} else if (m_graphicsApi == QRhi::D3D12) {
QRhiD3D12InitParams params;
// Enable the debug layer, if available. This is optional
// and should be avoided in production builds.
params.enableDebugLayer = true;
m_rhi.reset(QRhi::create(QRhi::D3D12, &params));
}
#endif
#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
if (m_graphicsApi == QRhi::Metal) {
QRhiMetalInitParams params;
m_rhi.reset(QRhi::create(QRhi::Metal, &params));
}
#endif
if (!m_rhi)
qFatal("Failed to create RHI backend");
//! [rhi-init]
//! [swapchain-init]
m_sc.reset(m_rhi->newSwapChain());
m_ds.reset(m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
1,
QRhiRenderBuffer::UsedWithSwapChainOnly));
m_sc->setWindow(this);
m_sc->setDepthStencil(m_ds.get());
m_rp.reset(m_sc->newCompatibleRenderPassDescriptor());
m_sc->setRenderPassDescriptor(m_rp.get());
//! [swapchain-init]
customInit();
}
//! [swapchain-resize]
void RhiWindow::resizeSwapChain()
{
m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds
const QSize outputSize = m_sc->currentPixelSize();
m_viewProjection = m_rhi->clipSpaceCorrMatrix();
m_viewProjection.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
m_viewProjection.translate(0, 0, -4);
}
//! [swapchain-resize]
void RhiWindow::releaseSwapChain()
{
if (m_hasSwapChain) {
m_hasSwapChain = false;
m_sc->destroy();
}
}
//! [render-precheck]
void RhiWindow::render()
{
if (!m_hasSwapChain || m_notExposed)
return;
//! [render-precheck]
//! [render-resize]
// If the window got resized or newly exposed, resize the swapchain. (the
// newly-exposed case is not actually required by some platforms, but is
// here for robustness and portability)
//
// This (exposeEvent + the logic here) is the only safe way to perform
// resize handling. Note the usage of the RHI's surfacePixelSize(), and
// never QWindow::size(). (the two may or may not be the same under the hood,
// depending on the backend and platform)
//
if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) {
resizeSwapChain();
if (!m_hasSwapChain)
return;
m_newlyExposed = false;
}
//! [render-resize]
//! [beginframe]
QRhi::FrameOpResult result = m_rhi->beginFrame(m_sc.get());
if (result == QRhi::FrameOpSwapChainOutOfDate) {
resizeSwapChain();
if (!m_hasSwapChain)
return;
result = m_rhi->beginFrame(m_sc.get());
}
if (result != QRhi::FrameOpSuccess) {
qWarning("beginFrame failed with %d, will retry", result);
requestUpdate();
return;
}
customRender();
//! [beginframe]
//! [request-update]
m_rhi->endFrame(m_sc.get());
// Always request the next frame via requestUpdate(). On some platforms this is backed
// by a platform-specific solution, e.g. CVDisplayLink on macOS, which is potentially
// more efficient than a timer, queued metacalls, etc.
requestUpdate();
}
//! [request-update]
static float vertexData[] = {
// Y up (note clipSpaceCorrMatrix in m_viewProjection), CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
};
//! [getshader]
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
//! [getshader]
HelloWindow::HelloWindow(QRhi::Implementation graphicsApi)
: RhiWindow(graphicsApi)
{
}
//! [ensure-texture]
void HelloWindow::ensureFullscreenTexture(const QSize &pixelSize, QRhiResourceUpdateBatch *u)
{
if (m_texture && m_texture->pixelSize() == pixelSize)
return;
if (!m_texture)
m_texture.reset(m_rhi->newTexture(QRhiTexture::RGBA8, pixelSize));
else
m_texture->setPixelSize(pixelSize);
m_texture->create();
QImage image(pixelSize, QImage::Format_RGBA8888_Premultiplied);
//! [ensure-texture]
QPainter painter(&image);
painter.fillRect(QRectF(QPointF(0, 0), pixelSize), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f));
painter.setPen(Qt::transparent);
painter.setBrush({ QGradient(QGradient::DeepBlue) });
painter.drawRoundedRect(QRectF(QPointF(20, 20), pixelSize - QSize(40, 40)), 16, 16);
painter.setPen(Qt::black);
QFont font;
font.setPixelSize(0.05 * qMin(pixelSize.width(), pixelSize.height()));
painter.setFont(font);
painter.drawText(QRectF(QPointF(60, 60), pixelSize - QSize(120, 120)), 0,
QLatin1String("Rendering with QRhi to a resizable QWindow.\nThe 3D API is %1.\nUse the command-line options to choose a different API.")
.arg(graphicsApiName()));
painter.end();
if (m_rhi->isYUpInNDC())
image = image.mirrored();
//! [ensure-texture-2]
u->uploadTexture(m_texture.get(), image);
//! [ensure-texture-2]
}
//! [render-init-1]
void HelloWindow::customInit()
{
m_initialUpdates = m_rhi->nextResourceUpdateBatch();
m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)));
m_vbuf->create();
m_initialUpdates->uploadStaticBuffer(m_vbuf.get(), vertexData);
static const quint32 UBUF_SIZE = 68;
m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE));
m_ubuf->create();
//! [render-init-1]
ensureFullscreenTexture(m_sc->surfacePixelSize(), m_initialUpdates);
m_sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge));
m_sampler->create();
//! [render-init-2]
m_colorTriSrb.reset(m_rhi->newShaderResourceBindings());
static const QRhiShaderResourceBinding::StageFlags visibility =
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
m_colorTriSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, visibility, m_ubuf.get())
});
m_colorTriSrb->create();
m_colorPipeline.reset(m_rhi->newGraphicsPipeline());
// Enable depth testing; not quite needed for a simple triangle, but we
// have a depth-stencil buffer so why not.
m_colorPipeline->setDepthTest(true);
m_colorPipeline->setDepthWrite(true);
// Blend factors default to One, OneOneMinusSrcAlpha, which is convenient.
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
premulAlphaBlend.enable = true;
m_colorPipeline->setTargetBlends({ premulAlphaBlend });
m_colorPipeline->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 5 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
m_colorPipeline->setVertexInputLayout(inputLayout);
m_colorPipeline->setShaderResourceBindings(m_colorTriSrb.get());
m_colorPipeline->setRenderPassDescriptor(m_rp.get());
m_colorPipeline->create();
//! [render-init-2]
m_fullscreenQuadSrb.reset(m_rhi->newShaderResourceBindings());
m_fullscreenQuadSrb->setBindings({
QRhiShaderResourceBinding::sampledTexture(0, QRhiShaderResourceBinding::FragmentStage,
m_texture.get(), m_sampler.get())
});
m_fullscreenQuadSrb->create();
m_fullscreenQuadPipeline.reset(m_rhi->newGraphicsPipeline());
m_fullscreenQuadPipeline->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/quad.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/quad.frag.qsb")) }
});
m_fullscreenQuadPipeline->setVertexInputLayout({});
m_fullscreenQuadPipeline->setShaderResourceBindings(m_fullscreenQuadSrb.get());
m_fullscreenQuadPipeline->setRenderPassDescriptor(m_rp.get());
m_fullscreenQuadPipeline->create();
}
//! [render-1]
void HelloWindow::customRender()
{
QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch();
if (m_initialUpdates) {
resourceUpdates->merge(m_initialUpdates);
m_initialUpdates->release();
m_initialUpdates = nullptr;
}
//! [render-1]
//! [render-rotation]
m_rotation += 1.0f;
QMatrix4x4 modelViewProjection = m_viewProjection;
modelViewProjection.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 0, 64, modelViewProjection.constData());
//! [render-rotation]
//! [render-opacity]
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.get(), 64, 4, &m_opacity);
//! [render-opacity]
//! [render-cb]
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
const QSize outputSizeInPixels = m_sc->currentPixelSize();
//! [render-cb]
// (re)create the texture with a size matching the output surface size, when necessary.
ensureFullscreenTexture(outputSizeInPixels, resourceUpdates);
//! [render-pass]
cb->beginPass(m_sc->currentFrameRenderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdates);
//! [render-pass]
cb->setGraphicsPipeline(m_fullscreenQuadPipeline.get());
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
cb->draw(3);
//! [render-pass-record]
cb->setGraphicsPipeline(m_colorPipeline.get());
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
//! [render-pass-record]
}