/**************************************************************************** ** ** Copyright (C) 2020 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 "hellowindow.h" #include #include static float vertexData[] = { // Y up (note clipSpaceCorrMatrix in m_proj), CCW 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, }; HelloWindow::HelloWindow(QRhi::Implementation graphicsApi) : Window(graphicsApi) { } QShader HelloWindow::getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } void HelloWindow::customInit() { m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData))); m_vbuf->create(); m_vbufReady = false; m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68)); m_ubuf->create(); m_srb.reset(m_rhi->newShaderResourceBindings()); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf.get()) }); m_srb->create(); m_ps.reset(m_rhi->newGraphicsPipeline()); QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; premulAlphaBlend.enable = true; m_ps->setTargetBlends({ premulAlphaBlend }); const QShader vs = getShader(QLatin1String(":/color.vert.qsb")); if (!vs.isValid()) qFatal("Failed to load shader pack (vertex)"); const QShader fs = getShader(QLatin1String(":/color.frag.qsb")); if (!fs.isValid()) qFatal("Failed to load shader pack (fragment)"); m_ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 5 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) } }); m_ps->setVertexInputLayout(inputLayout); m_ps->setShaderResourceBindings(m_srb.get()); m_ps->setRenderPassDescriptor(m_rp.get()); m_ps->create(); } // called once per frame void HelloWindow::customRender() { QRhiResourceUpdateBatch *u = m_rhi->nextResourceUpdateBatch(); if (!m_vbufReady) { m_vbufReady = true; u->uploadStaticBuffer(m_vbuf.get(), vertexData); } m_rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.rotate(m_rotation, 0, 1, 0); u->updateDynamicBuffer(m_ubuf.get(), 0, 64, mvp.constData()); m_opacity += m_opacityDir * 0.005f; if (m_opacity < 0.0f || m_opacity > 1.0f) { m_opacityDir *= -1; m_opacity = qBound(0.0f, m_opacity, 1.0f); } u->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity); QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); const QSize outputSizeInPixels = m_sc->currentPixelSize(); cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u); cb->setGraphicsPipeline(m_ps.get()); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(3); cb->endPass(); }