mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-29 23:45:50 +08:00
228 lines
8.3 KiB
C++
228 lines
8.3 KiB
C++
// Copyright (C) 2021 The Qt Company Ltd.
|
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
|
|
|
#include "../shared/examplefw.h"
|
|
#include <QImage>
|
|
#include <QPainter>
|
|
|
|
// Create a 3D texture of 256x256x3, where we will render to one of the slices
|
|
// in a render pass, while providing data to two other slices in texture
|
|
// uploads. Finally we use the texture to in the on-screen rendering: texture 3
|
|
// quads with the same volume texture, in each draw the shader will sample with
|
|
// a w that selects slice 0, 1, or 2, respectively.
|
|
|
|
const int TEXTURE_DEPTH = 3;
|
|
|
|
// Tests mipmap generation and linear-mipmap filtering when true. Note: Be
|
|
// aware what a mipmap chain for a 3D texture is and isn't, do not confuse with
|
|
// 2D (array) textures. The expected result on-screen is the black-red (slice
|
|
// 1) content mixed in to slice 0 and 2 on lower mip levels (resize the window
|
|
// to a smaller size -> the effect becomes more apparent, with totally taking
|
|
// over at small sizes)
|
|
// See https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-textures-intro
|
|
//
|
|
const bool MIPMAP = true;
|
|
|
|
static float quadVertexData[] =
|
|
{ // Y up, CCW
|
|
-0.5f, 0.5f, 0.0f, 0.0f,
|
|
-0.5f, -0.5f, 0.0f, 1.0f,
|
|
0.5f, -0.5f, 1.0f, 1.0f,
|
|
0.5f, 0.5f, 1.0f, 0.0f
|
|
};
|
|
|
|
static quint16 quadIndexData[] =
|
|
{
|
|
0, 1, 2, 0, 2, 3
|
|
};
|
|
|
|
struct {
|
|
QList<QRhiResource *> releasePool;
|
|
QRhiResourceUpdateBatch *initialUpdates = nullptr;
|
|
QRhiTexture *tex = nullptr;
|
|
QRhiTextureRenderTarget *rt = nullptr;
|
|
QRhiRenderPassDescriptor *rtRp = nullptr;
|
|
QRhiBuffer *vbuf = nullptr;
|
|
QRhiBuffer *ibuf = nullptr;
|
|
QRhiBuffer *ubuf = nullptr;
|
|
QRhiSampler *sampler = nullptr;
|
|
QRhiGraphicsPipeline *ps = nullptr;
|
|
QRhiShaderResourceBindings *srb = nullptr;
|
|
QMatrix4x4 winProj;
|
|
QVector3D slice1ClearColor;
|
|
} d;
|
|
|
|
void Window::customInit()
|
|
{
|
|
if (!m_r->isFeatureSupported(QRhi::ThreeDimensionalTextures))
|
|
qWarning("3D textures are not supported");
|
|
|
|
QRhiTexture::Flags texFlags = QRhiTexture::RenderTarget;
|
|
if (MIPMAP)
|
|
texFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips;
|
|
d.tex = m_r->newTexture(QRhiTexture::RGBA8,
|
|
256, 256, TEXTURE_DEPTH,
|
|
1, texFlags);
|
|
d.releasePool << d.tex;
|
|
d.tex->create();
|
|
|
|
d.initialUpdates = m_r->nextResourceUpdateBatch();
|
|
|
|
QImage imgWhiteText(256, 256, QImage::Format_RGBA8888);
|
|
imgWhiteText.fill(Qt::blue);
|
|
QPainter p(&imgWhiteText);
|
|
p.setPen(Qt::white);
|
|
p.drawText(10, 10, "Slice 2:\nWhite text on blue background");
|
|
p.end();
|
|
|
|
// imgWhiteText -> slice 2 of the 3D texture
|
|
QRhiTextureUploadEntry uploadSlice2(2, 0, QRhiTextureSubresourceUploadDescription(imgWhiteText));
|
|
d.initialUpdates->uploadTexture(d.tex, uploadSlice2);
|
|
|
|
QImage imgYellowText(256, 256, QImage::Format_RGBA8888);
|
|
imgYellowText.fill(Qt::green);
|
|
p.begin(&imgYellowText);
|
|
p.setPen(Qt::yellow);
|
|
p.drawText(10, 10, "Slice 0: Yellow text on green background");
|
|
p.end();
|
|
|
|
// imgYellowText -> slice 0 of the 3D texture
|
|
QRhiTextureUploadEntry uploadSlice0(0, 0, QRhiTextureSubresourceUploadDescription(imgYellowText));
|
|
d.initialUpdates->uploadTexture(d.tex, uploadSlice0);
|
|
|
|
// slice 1 -> clear to some color in a render pass
|
|
QRhiColorAttachment att(d.tex);
|
|
att.setLayer(1);
|
|
QRhiTextureRenderTargetDescription rtDesc(att);
|
|
d.rt = m_r->newTextureRenderTarget(rtDesc);
|
|
d.releasePool << d.rt;
|
|
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
|
|
d.releasePool << d.rtRp;
|
|
d.rt->setRenderPassDescriptor(d.rtRp);
|
|
d.rt->create();
|
|
|
|
// set up resources needed to render a quad
|
|
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
|
|
d.vbuf->create();
|
|
d.releasePool << d.vbuf;
|
|
|
|
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
|
|
d.ibuf->create();
|
|
d.releasePool << d.ibuf;
|
|
|
|
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
|
|
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
|
|
|
|
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(72) * TEXTURE_DEPTH);
|
|
d.ubuf->create();
|
|
d.releasePool << d.ubuf;
|
|
|
|
for (int i = 0; i < TEXTURE_DEPTH; ++i) {
|
|
qint32 flip = 0;
|
|
if (i == 1) // this slice will be rendered to in a render pass so needs flipping with OpenGL when on screen
|
|
flip = m_r->isYUpInFramebuffer() ? 1 : 0;
|
|
d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 64, 4, &flip);
|
|
qint32 idx = i;
|
|
d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 68, 4, &idx);
|
|
}
|
|
|
|
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
|
|
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
|
|
d.releasePool << d.sampler;
|
|
d.sampler->create();
|
|
|
|
d.srb = m_r->newShaderResourceBindings();
|
|
d.releasePool << d.srb;
|
|
d.srb->setBindings({
|
|
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 72),
|
|
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
|
|
});
|
|
d.srb->create();
|
|
|
|
d.ps = m_r->newGraphicsPipeline();
|
|
d.releasePool << d.ps;
|
|
d.ps->setShaderStages({
|
|
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture3d.vert.qsb")) },
|
|
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture3d.frag.qsb")) }
|
|
});
|
|
QRhiVertexInputLayout inputLayout;
|
|
inputLayout.setBindings({
|
|
{ 4 * sizeof(float) }
|
|
});
|
|
inputLayout.setAttributes({
|
|
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
|
{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
|
|
});
|
|
d.ps->setVertexInputLayout(inputLayout);
|
|
d.ps->setShaderResourceBindings(d.srb);
|
|
d.ps->setRenderPassDescriptor(m_rp);
|
|
d.ps->create();
|
|
}
|
|
|
|
void Window::customRelease()
|
|
{
|
|
qDeleteAll(d.releasePool);
|
|
d.releasePool.clear();
|
|
}
|
|
|
|
void Window::customRender()
|
|
{
|
|
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
|
|
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
|
|
if (d.initialUpdates) {
|
|
u->merge(d.initialUpdates);
|
|
d.initialUpdates->release();
|
|
d.initialUpdates = nullptr;
|
|
}
|
|
|
|
if (d.winProj != m_proj) {
|
|
d.winProj = m_proj;
|
|
for (int i = 0; i < TEXTURE_DEPTH; ++i) {
|
|
QMatrix4x4 mvp = m_proj;
|
|
switch (i) {
|
|
case 0:
|
|
mvp.translate(-2.0f, 0.0f, 0.0f);
|
|
break;
|
|
case 2:
|
|
mvp.translate(2.0f, 0.0f, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
u->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i, 64, mvp.constData());
|
|
}
|
|
}
|
|
|
|
const QColor slice1ClearColor = QColor::fromRgbF(d.slice1ClearColor.x(), d.slice1ClearColor.y(), d.slice1ClearColor.z());
|
|
d.slice1ClearColor.setX(d.slice1ClearColor.x() + 0.01f);
|
|
if (d.slice1ClearColor.x() > 1.0f)
|
|
d.slice1ClearColor.setX(0.0f);
|
|
cb->beginPass(d.rt, slice1ClearColor, { 1.0f, 0 }, u);
|
|
cb->endPass();
|
|
|
|
// now all 3 slices have something, regenerate the mipmaps
|
|
u = m_r->nextResourceUpdateBatch();
|
|
if (MIPMAP)
|
|
u->generateMips(d.tex);
|
|
|
|
const QSize outputSizeInPixels = m_sc->currentPixelSize();
|
|
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
|
|
cb->setGraphicsPipeline(d.ps);
|
|
QRhiCommandBuffer::DynamicOffset dynOfs = { 0, 0 };
|
|
cb->setShaderResources(d.srb, 1, &dynOfs);
|
|
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
|
|
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
|
|
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
|
cb->drawIndexed(6);
|
|
|
|
dynOfs.second = m_r->ubufAligned(72);
|
|
cb->setShaderResources(d.srb, 1, &dynOfs);
|
|
cb->drawIndexed(6);
|
|
|
|
dynOfs.second = m_r->ubufAligned(72) * 2;
|
|
cb->setShaderResources(d.srb, 1, &dynOfs);
|
|
cb->drawIndexed(6);
|
|
|
|
cb->endPass();
|
|
}
|