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https://github.com/crystalidea/qt6windows7.git
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102 lines
3.0 KiB
C++
102 lines
3.0 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 "quadrenderer.h"
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#include <QFile>
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#include <QtGui/private/qshader_p.h>
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// Renders a quad using indexed drawing. No QRhiGraphicsPipeline is created, it
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// expects to reuse the one created by TriangleRenderer. A separate
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// QRhiShaderResourceBindings is still needed, this will override the one the
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// QRhiGraphicsPipeline references.
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static float vertexData[] =
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{ // Y up (note m_proj), CCW
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-0.5f, 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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0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f
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};
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static quint16 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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void QuadRenderer::initResources(QRhiRenderPassDescriptor *)
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{
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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m_vbuf->create();
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m_vbufReady = false;
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m_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
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m_ibuf->create();
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m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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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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}
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void QuadRenderer::setPipeline(QRhiGraphicsPipeline *ps)
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{
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m_ps = ps;
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}
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void QuadRenderer::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 QuadRenderer::releaseResources()
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{
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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_ibuf;
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m_ibuf = nullptr;
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delete m_vbuf;
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m_vbuf = nullptr;
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}
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void QuadRenderer::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, vertexData);
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resourceUpdates->uploadStaticBuffer(m_ibuf, indexData);
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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.rotate(m_rotation, 0, 1, 0);
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resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
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if (!m_opacityReady) {
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m_opacityReady = true;
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const float opacity = 1.0f;
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resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &opacity);
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}
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}
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void QuadRenderer::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(m_srb);
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const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, m_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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}
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