// Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "../shared/examplefw.h" #include "../shared/cube.h" static const quint32 UBUF_SIZE = 76; static const float OUTLINE_SIZE = 1.05f; struct { QList releasePool; QRhiBuffer *vbuf; QRhiBuffer *ubuf; QRhiShaderResourceBindings *srb; QRhiGraphicsPipeline *psPass1; QRhiGraphicsPipeline *psPass2; float rot = 0.0f; QRhiResourceUpdateBatch *initialUpdates = nullptr; } 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, 2 * m_r->ubufAligned(UBUF_SIZE)); d.ubuf->create(); d.releasePool << d.ubuf; d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; d.srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, UBUF_SIZE) }); d.srb->create(); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, }); const QRhiShaderStage stages[] = { { QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) } }; d.psPass1 = m_r->newGraphicsPipeline(); d.releasePool << d.psPass1; d.psPass1->setShaderStages(stages, stages + 2); d.psPass1->setFlags(QRhiGraphicsPipeline::UsesStencilRef); d.psPass1->setDepthTest(true); d.psPass1->setDepthWrite(true); QRhiGraphicsPipeline::StencilOpState stencilPass1 = { QRhiGraphicsPipeline::Keep, QRhiGraphicsPipeline::Keep, QRhiGraphicsPipeline::Replace, QRhiGraphicsPipeline::Always }; d.psPass1->setStencilFront(stencilPass1); d.psPass1->setCullMode(QRhiGraphicsPipeline::Back); //d.psPass1->setStencilBack(stencilPass1); d.psPass1->setStencilTest(true); d.psPass1->setVertexInputLayout(inputLayout); d.psPass1->setShaderResourceBindings(d.srb); d.psPass1->setRenderPassDescriptor(m_rp); d.psPass1->create(); d.psPass2 = m_r->newGraphicsPipeline(); d.releasePool << d.psPass2; d.psPass2->setShaderStages(stages, stages + 2); d.psPass2->setFlags(QRhiGraphicsPipeline::UsesStencilRef); d.psPass2->setDepthTest(false); d.psPass2->setDepthWrite(false); QRhiGraphicsPipeline::StencilOpState stencilPass2 = { QRhiGraphicsPipeline::Keep, QRhiGraphicsPipeline::Keep, QRhiGraphicsPipeline::Replace, QRhiGraphicsPipeline::NotEqual }; d.psPass2->setStencilFront(stencilPass2); d.psPass2->setCullMode(QRhiGraphicsPipeline::Back); //d.psPass2->setStencilBack(stencilPass2); d.psPass2->setStencilTest(true); d.psPass2->setStencilWriteMask(0); d.psPass2->setVertexInputLayout(inputLayout); d.psPass2->setShaderResourceBindings(d.srb); d.psPass2->setRenderPassDescriptor(m_rp); d.psPass2->create(); } 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 = nullptr; if (d.initialUpdates) { u = d.initialUpdates; d.initialUpdates = nullptr; } char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); QMatrix4x4 mvp = m_proj; mvp.rotate(d.rot, 1, 1, 0); mvp.scale(0.5f); memcpy(p, mvp.constData(), 64); const float color[] = { 1.0f, 0.0f, 0.0f }; memcpy(p + 64, color, 3 * sizeof(float)); static const size_t pass2Ofs = m_r->ubufAligned(UBUF_SIZE); mvp.scale(OUTLINE_SIZE); memcpy(p + pass2Ofs, mvp.constData(), 64); const float pass2Color[] = { 0.0f, 0.0f, 1.0f }; memcpy(p + pass2Ofs + 64, pass2Color, 3 * sizeof(float)); d.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); const QRhiCommandBuffer::VertexInput vbufBinding[] = { { d.vbuf, 0 }, }; cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute); cb->setGraphicsPipeline(d.psPass1); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); QRhiCommandBuffer::DynamicOffset pass1DynOffset = { 0, 0 }; cb->setShaderResources(d.srb, 1, &pass1DynOffset); cb->setVertexInput(0, 1, vbufBinding); cb->setStencilRef(1); cb->draw(36); cb->setGraphicsPipeline(d.psPass2); QRhiCommandBuffer::DynamicOffset pass2DynOffset = { 0, m_r->ubufAligned(UBUF_SIZE) }; cb->setShaderResources(d.srb, 1, &pass2DynOffset); cb->setVertexInput(0, 1, vbufBinding); cb->setStencilRef(1); cb->draw(36); cb->endPass(); d.rot += 1; }