// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "../shared/examplefw.h" static const float tri[] = { 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, }; static const bool INDEXED = false; static const quint32 indices[] = { 0, 1, 2 }; struct { QVector releasePool; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ibuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; QMatrix4x4 winProj; float time = 0.0f; } d; void Window::customInit() { if (!m_r->isFeatureSupported(QRhi::Tessellation)) qFatal("Tessellation is not supported"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri)); d.vbuf->create(); d.releasePool << d.vbuf; if (INDEXED) { d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices)); d.ibuf->create(); d.releasePool << d.ibuf; } d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4); d.ubuf->create(); d.releasePool << d.ubuf; d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage; d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) }); d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setTopology(QRhiGraphicsPipeline::Patches); d.ps->setPatchControlPointCount(3); d.ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) }, { QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) }, { QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) } }); d.ps->setCullMode(QRhiGraphicsPipeline::Back); d.ps->setPolygonMode(QRhiGraphicsPipeline::Line); d.ps->setDepthTest(true); d.ps->setDepthWrite(true); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 6 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) } }); 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, tri); const float amplitude = 0.5f; d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &litude); if (INDEXED) d.initialUpdates->uploadStaticBuffer(d.ibuf, indices); } 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; } if (d.winProj != m_proj) { d.winProj = m_proj; u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData()); } u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time); d.time += 0.01f; 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); if (INDEXED) { cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32); cb->drawIndexed(3); } else { cb->setVertexInput(0, 1, &vbufBinding); cb->draw(3); } cb->endPass(); }