/**************************************************************************** ** ** 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 "../shared/examplefw.h" #include "../shared/cube.h" #include "../shared/dds_bc1.h" struct { QRhiBuffer *vbuf = nullptr; bool vbufReady = false; QRhiBuffer *ubuf = nullptr; QRhiTexture *tex = nullptr; QRhiSampler *sampler = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; float rotation = 0; QByteArrayList compressedData; } d; void Window::customInit() { if (!m_r->isTextureFormatSupported(QRhiTexture::BC1)) qFatal("This backend does not support BC1"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.vbuf->create(); d.vbufReady = false; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); d.ubuf->create(); QSize imageSize; d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize); qDebug() << d.compressedData.count() << imageSize << m_r->mipLevelsForSize(imageSize); d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize, 1, QRhiTexture::MipMapped); d.tex->create(); d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); d.sampler->create(); d.srb = m_r->newShaderResourceBindings(); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.ps->setDepthTest(true); d.ps->setDepthWrite(true); d.ps->setDepthOp(QRhiGraphicsPipeline::Less); d.ps->setCullMode(QRhiGraphicsPipeline::Back); d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); const QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); if (!vs.isValid()) qFatal("Failed to load shader pack (vertex)"); const QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); if (!fs.isValid()) qFatal("Failed to load shader pack (fragment)"); d.ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 1, 1, QRhiVertexInputAttribute::Float2, 0 } }); d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); d.ps->create(); } void Window::customRelease() { delete d.ps; d.ps = nullptr; delete d.srb; d.srb = nullptr; delete d.ubuf; d.ubuf = nullptr; delete d.vbuf; d.vbuf = nullptr; delete d.sampler; d.sampler = nullptr; delete d.tex; d.tex = nullptr; } void Window::customRender() { QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); if (!d.vbufReady) { d.vbufReady = true; u->uploadStaticBuffer(d.vbuf, cube); qint32 flip = 0; u->updateDynamicBuffer(d.ubuf, 64, 4, &flip); } if (!d.compressedData.isEmpty()) { QVarLengthArray descEntries; for (int i = 0; i < d.compressedData.count(); ++i) { QRhiTextureSubresourceUploadDescription image(d.compressedData[i].constData(), d.compressedData[i].size()); descEntries.append({ 0, i, image }); } QRhiTextureUploadDescription desc; desc.setEntries(descEntries.cbegin(), descEntries.cend()); u->uploadTexture(d.tex, desc); d.compressedData.clear(); } d.rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.scale(0.5f); mvp.rotate(d.rotation, 0, 1, 0); u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); const QSize outputSizeInPixels = m_sc->currentPixelSize(); cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u); cb->setGraphicsPipeline(d.ps); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { d.vbuf, 0 }, { d.vbuf, quint32(36 * 3 * sizeof(float)) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); cb->endPass(); }