mirror of
https://github.com/crystalidea/qt6windows7.git
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130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
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// Copyright (C) 2021 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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static const float tri[] = {
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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};
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static const bool INDEXED = false;
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static const quint32 indices[] = { 0, 1, 2 };
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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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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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float time = 0.0f;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Tessellation))
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qFatal("Tessellation is not supported");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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if (INDEXED) {
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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}
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4);
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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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const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage;
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d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) });
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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->setTopology(QRhiGraphicsPipeline::Patches);
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d.ps->setPatchControlPointCount(3);
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
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{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) },
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{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) }
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});
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d.ps->setCullMode(QRhiGraphicsPipeline::Back);
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d.ps->setPolygonMode(QRhiGraphicsPipeline::Line);
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 6 * 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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{ 0, 1, QRhiVertexInputAttribute::Float3, 3 * 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, tri);
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const float amplitude = 0.5f;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &litude);
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if (INDEXED)
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indices);
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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 = 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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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData());
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}
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u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time);
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d.time += 0.01f;
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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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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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if (INDEXED) {
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32);
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cb->drawIndexed(3);
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} else {
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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}
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cb->endPass();
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}
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