mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-24 04:20:46 +08:00
178 lines
5.8 KiB
C++
178 lines
5.8 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 "texturedcuberenderer.h"
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#include <QFile>
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#include <QtGui/private/qshader_p.h>
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#include "../shared/cube.h"
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const bool MIPMAP = true;
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const bool AUTOGENMIPMAP = true;
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static QShader getShader(const QString &name)
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{
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QFile f(name);
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if (f.open(QIODevice::ReadOnly))
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return QShader::fromSerialized(f.readAll());
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return QShader();
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}
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void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
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{
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)"));
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m_vbuf->create();
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m_vbufReady = false;
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m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
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m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)"));
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m_ubuf->create();
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m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
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QRhiTexture::Flags texFlags;
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if (MIPMAP)
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texFlags |= QRhiTexture::MipMapped;
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if (AUTOGENMIPMAP)
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texFlags |= QRhiTexture::UsedWithGenerateMips;
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m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags);
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m_tex->setName(QByteArrayLiteral("Qt texture"));
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m_tex->create();
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m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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m_sampler->create();
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m_srb = m_r->newShaderResourceBindings();
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m_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
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});
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m_srb->create();
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m_ps = m_r->newGraphicsPipeline();
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// No blending but the texture has alpha which we do not want to write out.
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// Be nice. (would not matter for an onscreen window but makes a difference
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// when reading back and saving into image files f.ex.)
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QRhiGraphicsPipeline::TargetBlend blend;
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blend.colorWrite = QRhiGraphicsPipeline::R | QRhiGraphicsPipeline::G | QRhiGraphicsPipeline::B;
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m_ps->setTargetBlends({ blend });
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m_ps->setDepthTest(true);
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m_ps->setDepthWrite(true);
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m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
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m_ps->setCullMode(QRhiGraphicsPipeline::Back);
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m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
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m_ps->setSampleCount(m_sampleCount);
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QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
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Q_ASSERT(fs.isValid());
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m_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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m_ps->setVertexInputLayout(inputLayout);
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m_ps->setShaderResourceBindings(m_srb);
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m_ps->setRenderPassDescriptor(rp);
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m_ps->create();
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}
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void TexturedCubeRenderer::resize(const QSize &pixelSize)
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{
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m_proj = m_r->clipSpaceCorrMatrix();
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m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
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m_proj.translate(0, 0, -4);
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}
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void TexturedCubeRenderer::releaseResources()
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{
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delete m_ps;
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m_ps = nullptr;
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delete m_srb;
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m_srb = nullptr;
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delete m_sampler;
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m_sampler = nullptr;
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delete m_tex;
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m_tex = nullptr;
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delete m_ubuf;
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m_ubuf = nullptr;
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delete m_vbuf;
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m_vbuf = nullptr;
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}
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void TexturedCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
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{
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if (!m_vbufReady) {
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m_vbufReady = true;
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resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
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qint32 flip = 0;
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resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
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}
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if (!m_image.isNull()) {
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if (MIPMAP) {
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QVarLengthArray<QRhiTextureUploadEntry, 16> descEntries;
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if (!AUTOGENMIPMAP) {
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// the ghetto mipmap generator...
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for (int i = 0, ie = m_r->mipLevelsForSize(m_image.size()); i != ie; ++i) {
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QImage image = m_image.scaled(m_r->sizeForMipLevel(i, m_image.size()));
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descEntries.append({ 0, i, QRhiTextureSubresourceUploadDescription(image) });
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}
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} else {
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descEntries.append({ 0, 0, QRhiTextureSubresourceUploadDescription(m_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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resourceUpdates->uploadTexture(m_tex, desc);
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if (AUTOGENMIPMAP)
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resourceUpdates->generateMips(m_tex);
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} else {
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resourceUpdates->uploadTexture(m_tex, m_image);
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}
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m_image = QImage();
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}
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m_rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.translate(m_translation);
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mvp.scale(0.5f);
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mvp.rotate(m_rotation, 0, 1, 0);
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resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
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}
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void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
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{
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cb->setGraphicsPipeline(m_ps);
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cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ m_vbuf, 0 },
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{ m_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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}
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