// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "examplewidget.h" #include "cube.h" #include #include static const QSize CUBE_TEX_SIZE(512, 512); ExampleRhiWidget::ExampleRhiWidget(QWidget *parent) : QRhiWidget(parent) { } //![init-1] void ExampleRhiWidget::initialize(QRhiCommandBuffer *) { if (m_rhi != rhi()) { m_rhi = rhi(); scene = {}; emit rhiChanged(QString::fromUtf8(m_rhi->backendName())); } if (m_pixelSize != renderTarget()->pixelSize()) { m_pixelSize = renderTarget()->pixelSize(); emit resized(); } if (m_sampleCount != renderTarget()->sampleCount()) { m_sampleCount = renderTarget()->sampleCount(); scene = {}; } //![init-1] //![init-2] if (!scene.vbuf) { initScene(); updateCubeTexture(); } scene.mvp = m_rhi->clipSpaceCorrMatrix(); scene.mvp.perspective(45.0f, m_pixelSize.width() / (float) m_pixelSize.height(), 0.01f, 1000.0f); scene.mvp.translate(0, 0, -4); updateMvp(); } //![init-2] //![rotation-update] void ExampleRhiWidget::updateMvp() { QMatrix4x4 mvp = scene.mvp * QMatrix4x4(QQuaternion::fromEulerAngles(QVector3D(30, itemData.cubeRotation, 0)).toRotationMatrix()); if (!scene.resourceUpdates) scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->updateDynamicBuffer(scene.ubuf.get(), 0, 64, mvp.constData()); } //![rotation-update] //![texture-update] void ExampleRhiWidget::updateCubeTexture() { QImage image(CUBE_TEX_SIZE, QImage::Format_RGBA8888); const QRect r(QPoint(0, 0), CUBE_TEX_SIZE); QPainter p(&image); p.fillRect(r, QGradient::DeepBlue); QFont font; font.setPointSize(24); p.setFont(font); p.drawText(r, itemData.cubeText); p.end(); if (!scene.resourceUpdates) scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->uploadTexture(scene.cubeTex.get(), image); } //![texture-update] static QShader getShader(const QString &name) { QFile f(name); return f.open(QIODevice::ReadOnly) ? QShader::fromSerialized(f.readAll()) : QShader(); } void ExampleRhiWidget::initScene() { //![setup-scene] scene.vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube))); scene.vbuf->create(); scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->uploadStaticBuffer(scene.vbuf.get(), cube); scene.ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64)); scene.ubuf->create(); scene.cubeTex.reset(m_rhi->newTexture(QRhiTexture::RGBA8, CUBE_TEX_SIZE)); scene.cubeTex->create(); scene.sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge)); scene.sampler->create(); scene.srb.reset(m_rhi->newShaderResourceBindings()); scene.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, scene.ubuf.get()), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, scene.cubeTex.get(), scene.sampler.get()) }); scene.srb->create(); scene.ps.reset(m_rhi->newGraphicsPipeline()); scene.ps->setDepthTest(true); scene.ps->setDepthWrite(true); scene.ps->setCullMode(QRhiGraphicsPipeline::Back); scene.ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/shader_assets/texture.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/shader_assets/texture.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; // The cube is provided as non-interleaved sets of positions, UVs, normals. // Normals are not interesting here, only need the positions and UVs. inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 1, 1, QRhiVertexInputAttribute::Float2, 0 } }); scene.ps->setSampleCount(m_sampleCount); scene.ps->setVertexInputLayout(inputLayout); scene.ps->setShaderResourceBindings(scene.srb.get()); scene.ps->setRenderPassDescriptor(renderTarget()->renderPassDescriptor()); scene.ps->create(); //![setup-scene] } //![render] void ExampleRhiWidget::render(QRhiCommandBuffer *cb) { if (itemData.cubeRotationDirty) { itemData.cubeRotationDirty = false; updateMvp(); } if (itemData.cubeTextDirty) { itemData.cubeTextDirty = false; updateCubeTexture(); } QRhiResourceUpdateBatch *resourceUpdates = scene.resourceUpdates; if (resourceUpdates) scene.resourceUpdates = nullptr; const QColor clearColor = QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f); cb->beginPass(renderTarget(), clearColor, { 1.0f, 0 }, resourceUpdates); cb->setGraphicsPipeline(scene.ps.get()); cb->setViewport(QRhiViewport(0, 0, m_pixelSize.width(), m_pixelSize.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { scene.vbuf.get(), 0 }, { scene.vbuf.get(), quint32(36 * 3 * sizeof(float)) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); cb->endPass(); } //![render] void ExampleRhiWidget::releaseResources() { scene = {}; // a subsequent initialize() will recreate everything }