mirror of
https://github.com/crystalidea/qt6windows7.git
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156 lines
4.6 KiB
C++
156 lines
4.6 KiB
C++
// 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 "trianglerenderer.h"
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#include <QFile>
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#include <rhi/qshader.h>
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//#define VBUF_IS_DYNAMIC
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static float vertexData[] = { // Y up (note m_proj), CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
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};
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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 TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp)
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{
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#ifdef VBUF_IS_DYNAMIC
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m_vbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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#else
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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#endif
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m_vbuf->setName(QByteArrayLiteral("Triangle vbuf"));
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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, 68);
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m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
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m_ubuf->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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});
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m_srb->create();
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m_ps = m_r->newGraphicsPipeline();
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QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults...
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premulAlphaBlend.enable = true;
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QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 4> rtblends;
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for (int i = 0; i < m_colorAttCount; ++i)
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rtblends << premulAlphaBlend;
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m_ps->setTargetBlends(rtblends.cbegin(), rtblends.cend());
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m_ps->setSampleCount(m_sampleCount);
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if (m_depthWrite) { // TriangleOnCube may want to exercise this
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m_ps->setDepthTest(true);
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m_ps->setDepthOp(QRhiGraphicsPipeline::Always);
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m_ps->setDepthWrite(true);
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}
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QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/color.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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{ 7 * 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::Float3, 2 * sizeof(float) }
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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 TriangleRenderer::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 TriangleRenderer::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_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 TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
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{
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#if 0
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static int messWithBufferTrigger = 0;
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// recreate the underlying VkBuffer every second frame
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// to exercise setShaderResources' built-in smartness
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if (!(messWithBufferTrigger & 1)) {
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m_ubuf->release();
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m_ubuf->create();
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}
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++messWithBufferTrigger;
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#endif
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if (!m_vbufReady) {
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m_vbufReady = true;
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#ifdef VBUF_IS_DYNAMIC
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resourceUpdates->updateDynamicBuffer(m_vbuf, 0, m_vbuf->size(), vertexData);
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#else
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resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
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#endif
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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(m_scale);
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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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m_opacity += m_opacityDir * 0.005f;
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if (m_opacity < 0.0f || m_opacity > 1.0f) {
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m_opacityDir *= -1;
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m_opacity = qBound(0.0f, m_opacity, 1.0f);
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}
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resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
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}
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void TriangleRenderer::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 vbufBinding(m_vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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}
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