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+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
+
+/*!
+ \example rhi/simplerhiwidget
+ \title Simple RHI Widget Example
+ \examplecategory {Graphics}
+ \ingroup examples-widgets
+ \brief Shows how to render a triangle using QRhi, Qt's 3D API and shading language abstraction layer.
+
+ \image simplerhiwidget-example.jpg
+ \caption Screenshot of the Simple RHI Widget example
+
+ This example is, in many ways, the counterpart of the \l{RHI Window
+ Example} in the \l QWidget world. The \l QRhiWidget subclass in this
+ applications renders a single triangle, using a simple graphics pipeline
+ with basic vertex and fragment shaders. Unlike the plain QWindow-based
+ application, this example does not need to worry about lower level details,
+ such as setting up the window and the QRhi, or dealing with swapchain and
+ window events, as that is taken care of by the QWidget framework here. The
+ instance of the \l QRhiWidget subclass is added to a QVBoxLayout. To keep
+ the example minimal and compact, there are no further widgets or 3D content
+ introduced.
+
+ Once an instance of \c ExampleRhiWidget, a \l QRhiWidget subclass, is added
+ to a top-level widget's child hierarchy, the corresponding window
+ automatically becomes a Direct 3D, Vulkan, Metal, or OpenGL-rendered
+ window. The QPainter-rendered widget content, i.e. everything that is not a
+ QRhiWidget, QOpenGLWidget, or QQuickWidget, is then uploaded to a texture,
+ whereas the mentioned special widgets each render to a texture. The
+ resulting set of \l{QRhiTexture}{textures} is composited together by the
+ top-level widget's backingstore.
+
+ \section1 Structure and main()
+
+ The \c{main()} function is quite simple. The top-level widget defaults to a
+ size of 720p (this size is in logical units, the actual pixel size may be
+ different, depending on the \l{QWidget::devicePixelRatio()}{scale factor}.
+ The window is resizable. QRhiWidget makes it simple to implement subclasses
+ that correctly deal with the resizing of the widget due to window size or
+ layout changes.
+
+ \snippet rhi/simplerhiwidget/main.cpp 0
+
+ The QRhiWidget subclass reimplements the two virtuals:
+ \l{QRhiWidget::initialize()}{initialize()} and
+ \l{QRhiWidget::render()}{render()}.
+ initialize() is called at least once before render(),
+ but is also invoked upon a number of important changes, such as when the
+ widget's backing texture is recreated due to a changing widget size, when
+ render target parameters change, or when the widget changes to a new QRhi
+ due to moving to a new top-level window.
+
+ \note Unlike QOpenGLWidget's legacy \c initializeGL - \c resizeGL - \c
+ paintGL model, there are only two virtuals in QRhiWidget. This is because
+ there are more special events that possible need taking care of than just
+ resizing, e.g. when reparenting to a different top-level window. (robust
+ QOpenGLWidget implementations had to deal with this by performing
+ additional bookkeeping, e.g. by tracking the associated QOpenGLContext
+ lifetime, meaning the three virtuals were not actually sufficient) A
+ simpler pair of \c initialize - \c render, where \c initialize is
+ re-invoked upon important changes is better suited for this.
+
+ The \l QRhi instance is not owned by the widget. It is going to be queried
+ in \c initialize() \l{QRhiWidget::rhi()}{from the base class}. Storing it
+ as a member allows recognizing changes when \c initialize() is invoked
+ again. Graphics resources, such as the vertex and uniform buffers, or the
+ graphics pipeline are however under the control of \c ExampleRhiWidget.
+
+ \snippet rhi/simplerhiwidget/examplewidget.h 0
+
+ For the \c{#include <rhi/qrhi.h>} statement to work, the application must
+ link to \c GuiPrivate (or \c{gui-private} with qmake). See \l QRhi for more
+ details about the compatibility promise of the QRhi family of APIs.
+
+ \c CMakeLists.txt
+
+ \badcode
+ target_link_libraries(simplerhiwidget PRIVATE
+ Qt6::Core
+ Qt6::Gui
+ Qt6::GuiPrivate
+ Qt6::Widgets
+ )
+ \endcode
+
+ \section1 Rendering Setup
+
+ In \c examplewidget.cpp the widget implementation uses a helper function to
+ load up a \l QShader object from a \c{.qsb} file. This application ships
+ pre-conditioned \c{.qsb} files embedded in to the executable via the Qt
+ Resource System. Due to module dependencies (and due to still supporting
+ qmake), this example does not use the convenient CMake function
+ \c{qt_add_shaders()}, but rather comes with the \c{.qsb} files as part of
+ the source tree. Real world applications are encouraged to avoid this and
+ rather use the Qt Shader Tools module's CMake integration features (\c
+ qt_add_shaders). Regardless of the approach, in the C++ code the loading
+ of the bundled/generated \c{.qsb} files is the same.
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp get-shader
+
+ Let's look at the initialize() implementation. First, the \l QRhi object is
+ queried and stored for later use, and also to allow comparison in future
+ invocations of the function. When there is a mismatch (e.g. when the widget
+ is moved between windows), recreation of graphics resources need to be
+ recreated is triggered by destroying and nulling out a suitable object, in
+ this case the \c m_pipeline. The example does not actively demonstrate
+ reparenting between windows, but it is prepared to handle it. It is also
+ prepared to handle a changing widget size that can happen when resizing the
+ window. That needs no special handling since \c{initialize()} is invoked
+ every time that happens, and so querying
+ \c{renderTarget()->pixelSize()} or \c{colorTexture()->pixelSize()}
+ always gives the latest, up-to-date size in pixels. What this example is
+ not prepared for is changing
+ \l{QRhiWidget::textureFormat}{texture formats} and
+ \l{QRhiWidget::sampleCount}{multisample settings}
+ since it only ever uses the defaults (RGBA8 and no multisample antialiasing).
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp init-1
+
+ When the graphics resources need to be (re)created, \c{initialize()} does
+ this using quite typical QRhi-based code. A single vertex buffer with the
+ interleaved position - color vertex data is sufficient, whereas the
+ modelview-projection matrix is exposed via a uniform buffer of 64 bytes (16
+ floats). The uniform buffer is the only shader visible resource, and it is
+ only used in the vertex shader. The graphics pipeline relies on a lot of
+ defaults (for example, depth test off, blending disabled, color write
+ enabled, face culling disabled, the default topology of triangles, etc.)
+ The vertex data layout is \c x, \c y, \c r, \c g, \c b, hence the stride is
+ 5 floats, whereas the second vertex input attribute (the color) has an
+ offset of 2 floats (skipping \c x and \c y). Each graphics pipeline has to
+ be associated with a \l QRhiRenderPassDescriptor. This can be retrieved
+ from the \l QRhiRenderTarget managed by the base class.
+
+ \note This example relies on the QRhiWidget's default of
+ \l{QRhiWidget::autoRenderTarget}{autoRenderTarget} set to \c true.
+ That is why it does not need to manage the render target, but can just
+ query the existing one by calling
+ \l{QRhiWidget::renderTarget()}{renderTarget()}.
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp init-pipeline
+
+ Finally, the projection matrix is calculated. This depends on the widget
+ size and is thus done unconditionally in every invocation of the functions.
+
+ \note Any size and viewport calculations should only ever rely on the pixel
+ size queried from the resource serving as the color buffer since that is
+ the actual render target. Avoid manually calculating sizes, viewports,
+ scissors, etc. based on the QWidget-reported size or device pixel ratio.
+
+ \note The projection matrix includes the
+ \l{QRhi::clipSpaceCorrMatrix()}{correction matrix} from QRhi in order to
+ cater for 3D API differences in normalized device coordinates.
+ (for example, Y down vs. Y up)
+
+ A translation of \c{-4} is applied just to make sure the triangle with \c z
+ values of 0 will be visible.
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp init-matrix
+
+ \section1 Rendering
+
+ The widget records a single render pass, which contains a single draw call.
+
+ The view-projection matrix calculated in the initialize step gets combined
+ with the model matrix, which in this case happens to be a simple rotation.
+ The resulting matrix is then written to the uniform buffer. Note how
+ \c resourceUpdates is passed to
+ \l{QRhiCommandBuffer::beginPass()}{beginPass()}, which is a shortcut to not
+ having to invoke \l{QRhiCommandBuffer::resourceUpdate()}{resourceUpdate()}
+ manually.
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp render-1
+
+ In the render pass, a single draw call with 3 vertices is recorded. The
+ graphics pipeline created in the initialize step is bound on the command
+ buffer, and the viewport is set to cover the entire widget. To make the
+ uniform buffer visible to the (vertex) shader,
+ \l{QRhiCommandBuffer::setShaderResources()}{setShaderResources()} is called
+ with no argument, which means using the \c m_srb since that was associated
+ with the pipeline at pipeline creation time. In more complex renderers it
+ is not unusual to pass in a different \l QRhiShaderResourceBindings object,
+ as long as that is
+ \l{QRhiShaderResourceBindings::isLayoutCompatible()}{layout-compatible}
+ with the one given at pipeline creation time.
+ There is no index buffer, and there is a single vertex buffer binding (the
+ single element in \c vbufBinding refers to the single entry in the binding
+ list of the \l QRhiVertexInputLayout that was specified when creating
+ pipeline).
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp render-pass
+
+ Once the render pass is recorded, \l{QWidget::update()}{update()} is
+ called. This requests a new frame, and is used to ensure the widget
+ continuously updates, and the triangle appears rotating. The rendering
+ thread (the main thread in this case) is throttled by the presentation rate
+ by default. There is no proper animation system in this example, and so the
+ rotation will increase in every frame, meaning the triangle will rotate at
+ different speeds on displays with different refresh rates.
+
+ \snippet rhi/simplerhiwidget/examplewidget.cpp render-2
+
+ \sa QRhi, {Cube RHI Widget Example}, {RHI Window Example}
+*/