qt6windows7/tests/manual/rhi/tessellation/tessellation.cpp

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2023-10-30 06:33:08 +08:00
// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
static const float tri[] = {
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
};
static const bool INDEXED = false;
static const quint32 indices[] = { 0, 1, 2 };
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
float time = 0.0f;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Tessellation))
qFatal("Tessellation is not supported");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri));
d.vbuf->create();
d.releasePool << d.vbuf;
if (INDEXED) {
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices));
d.ibuf->create();
d.releasePool << d.ibuf;
}
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4);
d.ubuf->create();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage;
d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) });
d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setTopology(QRhiGraphicsPipeline::Patches);
d.ps->setPatchControlPointCount(3);
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) },
{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) }
});
d.ps->setCullMode(QRhiGraphicsPipeline::Back);
d.ps->setPolygonMode(QRhiGraphicsPipeline::Line);
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 6 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, tri);
const float amplitude = 0.5f;
d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &amplitude);
if (INDEXED)
d.initialUpdates->uploadStaticBuffer(d.ibuf, indices);
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
if (d.winProj != m_proj) {
d.winProj = m_proj;
u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData());
}
u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time);
d.time += 0.01f;
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
if (INDEXED) {
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32);
cb->drawIndexed(3);
} else {
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
}
cb->endPass();
}