// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #define EXAMPLEFW_IMGUI #include "../shared/examplefw.h" #include "../shared/cube.h" struct { QMatrix4x4 winProj; QList releasePool; QRhiResourceUpdateBatch *initialUpdates = nullptr; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiTexture *tex = nullptr; QRhiSampler *sampler = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; bool showDemoWindow = true; float rotation = 0.0f; } d; void Window::customInit() { d.initialUpdates = m_r->nextResourceUpdateBatch(); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); d.ubuf->create(); d.releasePool << d.ubuf; float opacity = 1.0f; d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &opacity); QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888).mirrored(); d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(image.width(), image.height()), 1, {}); d.releasePool << d.tex; d.tex->create(); d.initialUpdates->uploadTexture(d.tex, image); d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); d.releasePool << d.sampler; d.sampler->create(); 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->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setCullMode(QRhiGraphicsPipeline::Back); const QRhiShaderStage stages[] = { { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) } }; d.ps->setShaderStages(stages, stages + 2); 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() { qDeleteAll(d.releasePool); d.releasePool.clear(); } void Window::customRender() { 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_proj; mvp.rotate(d.rotation, 0, 1, 0); u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); const QSize outputSizeInPixels = m_sc->currentPixelSize(); 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 vbufBindings[] = { { d.vbuf, 0 }, { d.vbuf, quint32(36 * 3 * sizeof(float)) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); m_imguiRenderer->render(); cb->endPass(); } void Window::customGui() { ImGui::ShowDemoWindow(&d.showDemoWindow); ImGui::SetNextWindowPos(ImVec2(50, 120), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(400, 100), ImGuiCond_FirstUseEver); ImGui::Begin("Test"); ImGui::SliderFloat("Rotation", &d.rotation, 0.0f, 360.0f); ImGui::End(); }