mirror of
https://github.com/crystalidea/qt6windows7.git
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155 lines
5.4 KiB
C++
155 lines
5.4 KiB
C++
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// Copyright (C) 2019 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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static const quint32 UBUF_SIZE = 76;
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static const float OUTLINE_SIZE = 1.05f;
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf;
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QRhiBuffer *ubuf;
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QRhiShaderResourceBindings *srb;
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QRhiGraphicsPipeline *psPass1;
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QRhiGraphicsPipeline *psPass2;
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float rot = 0.0f;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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} d;
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void Window::customInit()
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{
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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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.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 2 * m_r->ubufAligned(UBUF_SIZE));
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d.ubuf->create();
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d.releasePool << d.ubuf;
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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::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, UBUF_SIZE)
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});
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d.srb->create();
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * 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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});
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const QRhiShaderStage stages[] = {
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
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};
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d.psPass1 = m_r->newGraphicsPipeline();
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d.releasePool << d.psPass1;
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d.psPass1->setShaderStages(stages, stages + 2);
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d.psPass1->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
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d.psPass1->setDepthTest(true);
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d.psPass1->setDepthWrite(true);
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QRhiGraphicsPipeline::StencilOpState stencilPass1 = { QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Replace,
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QRhiGraphicsPipeline::Always };
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d.psPass1->setStencilFront(stencilPass1);
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d.psPass1->setCullMode(QRhiGraphicsPipeline::Back);
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//d.psPass1->setStencilBack(stencilPass1);
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d.psPass1->setStencilTest(true);
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d.psPass1->setVertexInputLayout(inputLayout);
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d.psPass1->setShaderResourceBindings(d.srb);
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d.psPass1->setRenderPassDescriptor(m_rp);
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d.psPass1->create();
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d.psPass2 = m_r->newGraphicsPipeline();
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d.releasePool << d.psPass2;
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d.psPass2->setShaderStages(stages, stages + 2);
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d.psPass2->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
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d.psPass2->setDepthTest(false);
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d.psPass2->setDepthWrite(false);
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QRhiGraphicsPipeline::StencilOpState stencilPass2 = { QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Keep,
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QRhiGraphicsPipeline::Replace,
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QRhiGraphicsPipeline::NotEqual };
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d.psPass2->setStencilFront(stencilPass2);
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d.psPass2->setCullMode(QRhiGraphicsPipeline::Back);
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//d.psPass2->setStencilBack(stencilPass2);
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d.psPass2->setStencilTest(true);
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d.psPass2->setStencilWriteMask(0);
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d.psPass2->setVertexInputLayout(inputLayout);
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d.psPass2->setShaderResourceBindings(d.srb);
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d.psPass2->setRenderPassDescriptor(m_rp);
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d.psPass2->create();
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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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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = nullptr;
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if (d.initialUpdates) {
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u = d.initialUpdates;
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d.initialUpdates = nullptr;
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}
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char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(d.rot, 1, 1, 0);
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mvp.scale(0.5f);
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memcpy(p, mvp.constData(), 64);
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const float color[] = { 1.0f, 0.0f, 0.0f };
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memcpy(p + 64, color, 3 * sizeof(float));
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static const size_t pass2Ofs = m_r->ubufAligned(UBUF_SIZE);
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mvp.scale(OUTLINE_SIZE);
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memcpy(p + pass2Ofs, mvp.constData(), 64);
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const float pass2Color[] = { 0.0f, 0.0f, 1.0f };
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memcpy(p + pass2Ofs + 64, pass2Color, 3 * sizeof(float));
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d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
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const QRhiCommandBuffer::VertexInput vbufBinding[] = {
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{ d.vbuf, 0 },
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};
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
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cb->setGraphicsPipeline(d.psPass1);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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QRhiCommandBuffer::DynamicOffset pass1DynOffset = { 0, 0 };
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cb->setShaderResources(d.srb, 1, &pass1DynOffset);
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cb->setVertexInput(0, 1, vbufBinding);
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cb->setStencilRef(1);
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cb->draw(36);
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cb->setGraphicsPipeline(d.psPass2);
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QRhiCommandBuffer::DynamicOffset pass2DynOffset = { 0, m_r->ubufAligned(UBUF_SIZE) };
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cb->setShaderResources(d.srb, 1, &pass2DynOffset);
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cb->setVertexInput(0, 1, vbufBinding);
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cb->setStencilRef(1);
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cb->draw(36);
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cb->endPass();
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d.rot += 1;
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}
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