mirror of
https://github.com/crystalidea/qt6windows7.git
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136 lines
4.8 KiB
C++
136 lines
4.8 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 "../shared/examplefw.h"
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#include "../shared/cube.h"
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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} d;
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void Window::customInit()
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{
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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const QSize cubeMapSize(512, 512);
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d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap
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| QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips); // exercise mipmap generation as well
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d.releasePool << d.tex;
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d.tex->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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QImage img = QImage(":/c.png").mirrored().convertToFormat(QImage::Format_RGBA8888);
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// just use the same image for all faces for now
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QRhiTextureSubresourceUploadDescription subresDesc(img);
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QRhiTextureUploadDescription desc({
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{ 0, 0, subresDesc }, // +X
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{ 1, 0, subresDesc }, // -X
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{ 2, 0, subresDesc }, // +Y
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{ 3, 0, subresDesc }, // -Y
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{ 4, 0, subresDesc }, // +Z
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{ 5, 0, subresDesc } // -Z
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});
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d.initialUpdates->uploadTexture(d.tex, desc);
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d.initialUpdates->generateMips(d.tex);
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::Repeat, QRhiSampler::Repeat);
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d.releasePool << d.sampler;
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d.sampler->create();
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
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});
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual);
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d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back
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d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data
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QShader vs = getShader(QLatin1String(":/cubemap.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/cubemap.frag.qsb"));
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Q_ASSERT(fs.isValid());
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d.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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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix();
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mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f);
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// cube vertices go from -1..1
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mvp.scale(10);
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static float rx = 0;
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mvp.rotate(rx, 1, 0, 0);
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rx += 0.5f;
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// no translation
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.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(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(36);
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cb->endPass();
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}
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