summaryrefslogtreecommitdiffstats
path: root/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@qt.io>2019-03-22 09:55:03 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-06-13 10:13:45 +0200
commit53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6 (patch)
tree1083ec3a18030bb6f09de58b2fe0ac1cb8aedc0b /tests/manual/rhi/triquadcube/texturedcuberenderer.cpp
parentc143161608ded130919006f151bf92c44a0991d0 (diff)
Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'tests/manual/rhi/triquadcube/texturedcuberenderer.cpp')
-rw-r--r--tests/manual/rhi/triquadcube/texturedcuberenderer.cpp222
1 files changed, 222 insertions, 0 deletions
diff --git a/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp b/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp
new file mode 100644
index 0000000000..d2e1f99923
--- /dev/null
+++ b/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp
@@ -0,0 +1,222 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "texturedcuberenderer.h"
+#include <QFile>
+#include <QtGui/private/qshader_p.h>
+
+#include "../shared/cube.h"
+
+const bool MIPMAP = true;
+const bool AUTOGENMIPMAP = true;
+
+static QShader getShader(const QString &name)
+{
+ QFile f(name);
+ if (f.open(QIODevice::ReadOnly))
+ return QShader::fromSerialized(f.readAll());
+
+ return QShader();
+}
+
+void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
+{
+ m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
+ m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)"));
+ m_vbuf->build();
+ m_vbufReady = false;
+
+ m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
+ m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)"));
+ m_ubuf->build();
+
+ m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
+ QRhiTexture::Flags texFlags = 0;
+ if (MIPMAP)
+ texFlags |= QRhiTexture::MipMapped;
+ if (AUTOGENMIPMAP)
+ texFlags |= QRhiTexture::UsedWithGenerateMips;
+ m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags);
+ m_tex->setName(QByteArrayLiteral("Qt texture"));
+ m_tex->build();
+
+ m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ m_sampler->build();
+
+ m_srb = m_r->newShaderResourceBindings();
+ m_srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
+ });
+ m_srb->build();
+
+ m_ps = m_r->newGraphicsPipeline();
+
+ // No blending but the texture has alpha which we do not want to write out.
+ // Be nice. (would not matter for an onscreen window but makes a difference
+ // when reading back and saving into image files f.ex.)
+ QRhiGraphicsPipeline::TargetBlend blend;
+ blend.colorWrite = QRhiGraphicsPipeline::R | QRhiGraphicsPipeline::G | QRhiGraphicsPipeline::B;
+ m_ps->setTargetBlends({ blend });
+
+ m_ps->setDepthTest(true);
+ m_ps->setDepthWrite(true);
+ m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
+
+ m_ps->setCullMode(QRhiGraphicsPipeline::Back);
+ m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
+
+ m_ps->setSampleCount(m_sampleCount);
+
+ QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
+ Q_ASSERT(vs.isValid());
+ QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
+ Q_ASSERT(fs.isValid());
+ m_ps->setShaderStages({
+ { QRhiGraphicsShaderStage::Vertex, vs },
+ { QRhiGraphicsShaderStage::Fragment, fs }
+ });
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 3 * sizeof(float) },
+ { 2 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ { 1, 1, QRhiVertexInputAttribute::Float2, 0 }
+ });
+
+ m_ps->setVertexInputLayout(inputLayout);
+ m_ps->setShaderResourceBindings(m_srb);
+ m_ps->setRenderPassDescriptor(rp);
+
+ m_ps->build();
+}
+
+void TexturedCubeRenderer::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 TexturedCubeRenderer::releaseResources()
+{
+ delete m_ps;
+ m_ps = nullptr;
+
+ delete m_srb;
+ m_srb = nullptr;
+
+ delete m_sampler;
+ m_sampler = nullptr;
+
+ delete m_tex;
+ m_tex = nullptr;
+
+ delete m_ubuf;
+ m_ubuf = nullptr;
+
+ delete m_vbuf;
+ m_vbuf = nullptr;
+}
+
+void TexturedCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
+{
+ if (!m_vbufReady) {
+ m_vbufReady = true;
+ resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
+ qint32 flip = 0;
+ resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
+ }
+
+ if (!m_image.isNull()) {
+ if (MIPMAP) {
+ QRhiTextureUploadDescription desc;
+ if (!AUTOGENMIPMAP) {
+ // the ghetto mipmap generator...
+ for (int i = 0, ie = m_r->mipLevelsForSize(m_image.size()); i != ie; ++i) {
+ QImage image = m_image.scaled(m_r->sizeForMipLevel(i, m_image.size()));
+ desc.append({ 0, i, image });
+ }
+ } else {
+ desc.append({ 0, 0, m_image });
+ }
+ resourceUpdates->uploadTexture(m_tex, desc);
+ if (AUTOGENMIPMAP)
+ resourceUpdates->generateMips(m_tex);
+ } else {
+ resourceUpdates->uploadTexture(m_tex, m_image);
+ }
+ m_image = QImage();
+ }
+
+ m_rotation += 1.0f;
+ QMatrix4x4 mvp = m_proj;
+ mvp.translate(m_translation);
+ mvp.scale(0.5f);
+ mvp.rotate(m_rotation, 0, 1, 0);
+ resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
+}
+
+void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
+{
+ cb->setGraphicsPipeline(m_ps);
+ cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
+ cb->setShaderResources();
+ const QRhiCommandBuffer::VertexInput vbufBindings[] = {
+ { m_vbuf, 0 },
+ { m_vbuf, 36 * 3 * sizeof(float) }
+ };
+ cb->setVertexInput(0, 2, vbufBindings);
+ cb->draw(36);
+}