qt6windows7/tests/manual/rhi/triquadcube/quadrenderer.cpp
2023-10-29 23:33:08 +01:00

102 lines
3.0 KiB
C++

// Copyright (C) 2018 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "quadrenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
// Renders a quad using indexed drawing. No QRhiGraphicsPipeline is created, it
// expects to reuse the one created by TriangleRenderer. A separate
// QRhiShaderResourceBindings is still needed, this will override the one the
// QRhiGraphicsPipeline references.
static float vertexData[] =
{ // Y up (note m_proj), CCW
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f
};
static quint16 indexData[] =
{
0, 1, 2, 0, 2, 3
};
void QuadRenderer::initResources(QRhiRenderPassDescriptor *)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
m_vbuf->create();
m_vbufReady = false;
m_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
m_ibuf->create();
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->create();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->create();
}
void QuadRenderer::setPipeline(QRhiGraphicsPipeline *ps)
{
m_ps = ps;
}
void QuadRenderer::resize(const QSize &pixelSize)
{
m_proj = m_r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
}
void QuadRenderer::releaseResources()
{
delete m_srb;
m_srb = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_ibuf;
m_ibuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void QuadRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
resourceUpdates->uploadStaticBuffer(m_ibuf, indexData);
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
if (!m_opacityReady) {
m_opacityReady = true;
const float opacity = 1.0f;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &opacity);
}
}
void QuadRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &/*outputSizeInPixels*/)
{
cb->setGraphicsPipeline(m_ps);
//cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources(m_srb);
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, m_ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
}