mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-24 04:20:46 +08:00
154 lines
4.7 KiB
C++
154 lines
4.7 KiB
C++
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// Copyright (C) 2018 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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#include "../shared/dds_bc1.h"
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struct {
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QRhiBuffer *vbuf = nullptr;
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bool vbufReady = false;
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QRhiBuffer *ubuf = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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float rotation = 0;
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QByteArrayList compressedData;
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} d;
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void Window::customInit()
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{
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if (!m_r->isTextureFormatSupported(QRhiTexture::BC1))
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qFatal("This backend does not support BC1");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.vbufReady = false;
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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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QSize imageSize;
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d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize);
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qDebug() << d.compressedData.count() << imageSize << m_r->mipLevelsForSize(imageSize);
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d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize, 1, QRhiTexture::MipMapped);
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d.tex->create();
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.sampler->create();
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d.srb = m_r->newShaderResourceBindings();
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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.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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d.ps->setDepthOp(QRhiGraphicsPipeline::Less);
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d.ps->setCullMode(QRhiGraphicsPipeline::Back);
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d.ps->setFrontFace(QRhiGraphicsPipeline::CCW);
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const QShader vs = getShader(QLatin1String(":/texture.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(":/texture.frag.qsb"));
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if (!fs.isValid())
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qFatal("Failed to load shader pack (fragment)");
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d.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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{ 3 * sizeof(float) },
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
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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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}
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void Window::customRelease()
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{
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delete d.ps;
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d.ps = nullptr;
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delete d.srb;
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d.srb = nullptr;
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delete d.ubuf;
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d.ubuf = nullptr;
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delete d.vbuf;
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d.vbuf = nullptr;
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delete d.sampler;
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d.sampler = nullptr;
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delete d.tex;
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d.tex = nullptr;
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}
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void Window::customRender()
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{
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (!d.vbufReady) {
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d.vbufReady = true;
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u->uploadStaticBuffer(d.vbuf, cube);
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qint32 flip = 0;
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u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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}
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if (!d.compressedData.isEmpty()) {
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QVarLengthArray<QRhiTextureUploadEntry, 16> descEntries;
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for (int i = 0; i < d.compressedData.count(); ++i) {
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QRhiTextureSubresourceUploadDescription image(d.compressedData[i].constData(), d.compressedData[i].size());
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descEntries.append({ 0, i, image });
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}
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QRhiTextureUploadDescription desc;
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desc.setEntries(descEntries.cbegin(), descEntries.cend());
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u->uploadTexture(d.tex, desc);
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d.compressedData.clear();
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}
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d.rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(0.5f);
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mvp.rotate(d.rotation, 0, 1, 0);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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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(), m_clearColor, { 1.0f, 0 }, u);
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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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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ d.vbuf, 0 },
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{ d.vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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cb->endPass();
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}
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