// Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "../shared/examplefw.h" static const float points[] = { 0.0f, 0.0f, 0.0f }; struct { QVector releasePool; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; float radius = 0.0f; } d; void Window::customInit() { if (!m_r->isFeatureSupported(QRhi::GeometryShader)) qFatal("Geometry shaders are not supported"); m_clearColor.setRgb(0, 0, 0); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(points)); d.vbuf->create(); d.releasePool << d.vbuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4); d.ubuf->create(); d.releasePool << d.ubuf; d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; const QRhiShaderResourceBinding::StageFlags geom = QRhiShaderResourceBinding::GeometryStage; d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, geom, d.ubuf) }); d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setTopology(QRhiGraphicsPipeline::Points); d.ps->setShaderStages( { { QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) }, { QRhiShaderStage::Geometry, getShader(QLatin1String(":/test.geom.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) } }); d.ps->setCullMode(QRhiGraphicsPipeline::Back); d.ps->setDepthTest(true); d.ps->setDepthWrite(true); 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->create(); d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, points); d.initialUpdates->updateDynamicBuffer(d.ubuf, 0, 4, &d.radius); } 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; } u->updateDynamicBuffer(d.ubuf, 0, 4, &d.radius); d.radius = std::fmod(d.radius + 0.01f, 1.0f); 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(); QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(1); cb->endPass(); }