/**************************************************************************** ** ** Copyright (C) 2018 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 "texturedcuberenderer.h" #include #include #include "../shared/cube.h" const bool MIPMAP = true; const bool AUTOGENMIPMAP = true; static QShader getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) { m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)")); m_vbuf->build(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)")); m_ubuf->build(); m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); QRhiTexture::Flags texFlags; if (MIPMAP) texFlags |= QRhiTexture::MipMapped; if (AUTOGENMIPMAP) texFlags |= QRhiTexture::UsedWithGenerateMips; m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags); m_tex->setName(QByteArrayLiteral("Qt texture")); m_tex->build(); m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); m_sampler->build(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) }); m_srb->build(); m_ps = m_r->newGraphicsPipeline(); // No blending but the texture has alpha which we do not want to write out. // Be nice. (would not matter for an onscreen window but makes a difference // when reading back and saving into image files f.ex.) QRhiGraphicsPipeline::TargetBlend blend; blend.colorWrite = QRhiGraphicsPipeline::R | QRhiGraphicsPipeline::G | QRhiGraphicsPipeline::B; m_ps->setTargetBlends({ blend }); m_ps->setDepthTest(true); m_ps->setDepthWrite(true); m_ps->setDepthOp(QRhiGraphicsPipeline::Less); m_ps->setCullMode(QRhiGraphicsPipeline::Back); m_ps->setFrontFace(QRhiGraphicsPipeline::CCW); m_ps->setSampleCount(m_sampleCount); QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); Q_ASSERT(vs.isValid()); QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); Q_ASSERT(fs.isValid()); m_ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 1, 1, QRhiVertexInputAttribute::Float2, 0 } }); m_ps->setVertexInputLayout(inputLayout); m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(rp); m_ps->build(); } void TexturedCubeRenderer::resize(const QSize &pixelSize) { m_proj = m_r->clipSpaceCorrMatrix(); m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f); m_proj.translate(0, 0, -4); } void TexturedCubeRenderer::releaseResources() { delete m_ps; m_ps = nullptr; delete m_srb; m_srb = nullptr; delete m_sampler; m_sampler = nullptr; delete m_tex; m_tex = nullptr; delete m_ubuf; m_ubuf = nullptr; delete m_vbuf; m_vbuf = nullptr; } void TexturedCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates) { if (!m_vbufReady) { m_vbufReady = true; resourceUpdates->uploadStaticBuffer(m_vbuf, cube); qint32 flip = 0; resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip); } if (!m_image.isNull()) { if (MIPMAP) { QVarLengthArray descEntries; if (!AUTOGENMIPMAP) { // the ghetto mipmap generator... for (int i = 0, ie = m_r->mipLevelsForSize(m_image.size()); i != ie; ++i) { QImage image = m_image.scaled(m_r->sizeForMipLevel(i, m_image.size())); descEntries.append({ 0, i, image }); } } else { descEntries.append({ 0, 0, m_image }); } QRhiTextureUploadDescription desc; desc.setEntries(descEntries.cbegin(), descEntries.cend()); resourceUpdates->uploadTexture(m_tex, desc); if (AUTOGENMIPMAP) resourceUpdates->generateMips(m_tex); } else { resourceUpdates->uploadTexture(m_tex, m_image); } m_image = QImage(); } m_rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.translate(m_translation); mvp.scale(0.5f); mvp.rotate(m_rotation, 0, 1, 0); resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData()); } void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels) { cb->setGraphicsPipeline(m_ps); cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { m_vbuf, 0 }, { m_vbuf, 36 * 3 * sizeof(float) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); }