mirror of
https://github.com/crystalidea/qt6windows7.git
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228 lines
8.3 KiB
C++
228 lines
8.3 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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#include <QImage>
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#include <QPainter>
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// Create a 3D texture of 256x256x3, where we will render to one of the slices
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// in a render pass, while providing data to two other slices in texture
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// uploads. Finally we use the texture to in the on-screen rendering: texture 3
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// quads with the same volume texture, in each draw the shader will sample with
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// a w that selects slice 0, 1, or 2, respectively.
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const int TEXTURE_DEPTH = 3;
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// Tests mipmap generation and linear-mipmap filtering when true. Note: Be
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// aware what a mipmap chain for a 3D texture is and isn't, do not confuse with
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// 2D (array) textures. The expected result on-screen is the black-red (slice
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// 1) content mixed in to slice 0 and 2 on lower mip levels (resize the window
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// to a smaller size -> the effect becomes more apparent, with totally taking
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// over at small sizes)
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// See https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-textures-intro
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//
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const bool MIPMAP = true;
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static float quadVertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 quadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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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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QRhiSampler *sampler = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QMatrix4x4 winProj;
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QVector3D slice1ClearColor;
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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::ThreeDimensionalTextures))
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qWarning("3D textures are not supported");
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QRhiTexture::Flags texFlags = QRhiTexture::RenderTarget;
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if (MIPMAP)
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texFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips;
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d.tex = m_r->newTexture(QRhiTexture::RGBA8,
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256, 256, TEXTURE_DEPTH,
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1, texFlags);
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d.releasePool << d.tex;
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d.tex->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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QImage imgWhiteText(256, 256, QImage::Format_RGBA8888);
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imgWhiteText.fill(Qt::blue);
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QPainter p(&imgWhiteText);
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p.setPen(Qt::white);
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p.drawText(10, 10, "Slice 2:\nWhite text on blue background");
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p.end();
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// imgWhiteText -> slice 2 of the 3D texture
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QRhiTextureUploadEntry uploadSlice2(2, 0, QRhiTextureSubresourceUploadDescription(imgWhiteText));
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d.initialUpdates->uploadTexture(d.tex, uploadSlice2);
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QImage imgYellowText(256, 256, QImage::Format_RGBA8888);
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imgYellowText.fill(Qt::green);
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p.begin(&imgYellowText);
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p.setPen(Qt::yellow);
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p.drawText(10, 10, "Slice 0: Yellow text on green background");
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p.end();
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// imgYellowText -> slice 0 of the 3D texture
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QRhiTextureUploadEntry uploadSlice0(0, 0, QRhiTextureSubresourceUploadDescription(imgYellowText));
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d.initialUpdates->uploadTexture(d.tex, uploadSlice0);
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// slice 1 -> clear to some color in a render pass
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QRhiColorAttachment att(d.tex);
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att.setLayer(1);
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QRhiTextureRenderTargetDescription rtDesc(att);
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d.rt = m_r->newTextureRenderTarget(rtDesc);
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->create();
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// set up resources needed to render a quad
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(72) * TEXTURE_DEPTH);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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for (int i = 0; i < TEXTURE_DEPTH; ++i) {
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qint32 flip = 0;
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if (i == 1) // this slice will be rendered to in a render pass so needs flipping with OpenGL when on screen
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flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 64, 4, &flip);
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qint32 idx = i;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 68, 4, &idx);
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}
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->create();
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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, 72),
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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.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture3d.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture3d.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 4 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * 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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}
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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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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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for (int i = 0; i < TEXTURE_DEPTH; ++i) {
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QMatrix4x4 mvp = m_proj;
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switch (i) {
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case 0:
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mvp.translate(-2.0f, 0.0f, 0.0f);
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break;
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case 2:
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mvp.translate(2.0f, 0.0f, 0.0f);
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break;
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default:
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break;
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}
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u->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i, 64, mvp.constData());
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}
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}
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const QColor slice1ClearColor = QColor::fromRgbF(d.slice1ClearColor.x(), d.slice1ClearColor.y(), d.slice1ClearColor.z());
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d.slice1ClearColor.setX(d.slice1ClearColor.x() + 0.01f);
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if (d.slice1ClearColor.x() > 1.0f)
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d.slice1ClearColor.setX(0.0f);
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cb->beginPass(d.rt, slice1ClearColor, { 1.0f, 0 }, u);
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cb->endPass();
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// now all 3 slices have something, regenerate the mipmaps
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u = m_r->nextResourceUpdateBatch();
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if (MIPMAP)
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u->generateMips(d.tex);
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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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QRhiCommandBuffer::DynamicOffset dynOfs = { 0, 0 };
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cb->setShaderResources(d.srb, 1, &dynOfs);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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dynOfs.second = m_r->ubufAligned(72);
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cb->setShaderResources(d.srb, 1, &dynOfs);
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cb->drawIndexed(6);
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dynOfs.second = m_r->ubufAligned(72) * 2;
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cb->setShaderResources(d.srb, 1, &dynOfs);
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cb->drawIndexed(6);
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cb->endPass();
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}
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