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