/**************************************************************************** ** ** 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 "trianglerenderer.h" #include #include //#define VBUF_IS_DYNAMIC static float vertexData[] = { // Y up (note m_proj), CCW 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; static QShader getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp) { #ifdef VBUF_IS_DYNAMIC m_vbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, sizeof(vertexData)); #else m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); #endif m_vbuf->setName(QByteArrayLiteral("Triangle vbuf")); m_vbuf->build(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); m_ubuf->setName(QByteArrayLiteral("Triangle ubuf")); m_ubuf->build(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf) }); m_srb->build(); m_ps = m_r->newGraphicsPipeline(); QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults... premulAlphaBlend.enable = true; QVarLengthArray rtblends; for (int i = 0; i < m_colorAttCount; ++i) rtblends << premulAlphaBlend; m_ps->setTargetBlends(rtblends.cbegin(), rtblends.cend()); m_ps->setSampleCount(m_sampleCount); if (m_depthWrite) { // TriangleOnCube may want to exercise this m_ps->setDepthTest(true); m_ps->setDepthOp(QRhiGraphicsPipeline::Always); m_ps->setDepthWrite(true); } QShader vs = getShader(QLatin1String(":/color.vert.qsb")); Q_ASSERT(vs.isValid()); QShader fs = getShader(QLatin1String(":/color.frag.qsb")); Q_ASSERT(fs.isValid()); m_ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 7 * 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); m_ps->setRenderPassDescriptor(rp); m_ps->build(); } void TriangleRenderer::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 TriangleRenderer::releaseResources() { delete m_ps; m_ps = nullptr; delete m_srb; m_srb = nullptr; delete m_ubuf; m_ubuf = nullptr; delete m_vbuf; m_vbuf = nullptr; } void TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates) { #if 0 static int messWithBufferTrigger = 0; // recreate the underlying VkBuffer every second frame // to exercise setShaderResources' built-in smartness if (!(messWithBufferTrigger & 1)) { m_ubuf->release(); m_ubuf->build(); } ++messWithBufferTrigger; #endif if (!m_vbufReady) { m_vbufReady = true; #ifdef VBUF_IS_DYNAMIC resourceUpdates->updateDynamicBuffer(m_vbuf, 0, m_vbuf->size(), vertexData); #else resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData); #endif } m_rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.translate(m_translation); mvp.scale(m_scale); mvp.rotate(m_rotation, 0, 1, 0); resourceUpdates->updateDynamicBuffer(m_ubuf, 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); } resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity); } void TriangleRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels) { cb->setGraphicsPipeline(m_ps); cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(3); }