// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "testrhiitem.h" #include static const QSize TEX_SIZE(512, 512); void TestRenderer::initialize(QRhiCommandBuffer *) { if (m_rhi != rhi()) { m_rhi = rhi(); scene = {}; } if (m_sampleCount != renderTarget()->sampleCount()) { m_sampleCount = renderTarget()->sampleCount(); scene = {}; } if (!scene.vbuf) initScene(); const QSize outputSize = renderTarget()->pixelSize(); scene.mvp = m_rhi->clipSpaceCorrMatrix(); scene.mvp.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f); scene.mvp.translate(0, 0, -4); if (!scene.resourceUpdates) scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->updateDynamicBuffer(scene.ubuf.get(), 0, 64, scene.mvp.constData()); } static QShader getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } void TestRenderer::updateTexture() { QImage img(TEX_SIZE, QImage::Format_RGBA8888); img.fill(itemData.color); if (!scene.resourceUpdates) scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->uploadTexture(scene.tex.get(), img); } void TestRenderer::initScene() { static const float tri[] = { 0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 1.0f, 0.0f }; scene.vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri))); scene.vbuf->create(); scene.resourceUpdates = m_rhi->nextResourceUpdateBatch(); scene.resourceUpdates->uploadStaticBuffer(scene.vbuf.get(), tri); scene.ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68)); scene.ubuf->create(); const qint32 flip = m_rhi->isYUpInFramebuffer() ? 1 : 0; scene.resourceUpdates->updateDynamicBuffer(scene.ubuf.get(), 64, 4, &flip); scene.tex.reset(m_rhi->newTexture(QRhiTexture::RGBA8, TEX_SIZE)); scene.tex->create(); scene.sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge)); scene.sampler->create(); scene.srb.reset(m_rhi->newShaderResourceBindings()); scene.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, scene.ubuf.get()), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, scene.tex.get(), scene.sampler.get()) }); scene.srb->create(); scene.ps.reset(m_rhi->newGraphicsPipeline()); scene.ps->setDepthTest(true); scene.ps->setDepthWrite(true); scene.ps->setDepthOp(QRhiGraphicsPipeline::Less); scene.ps->setCullMode(QRhiGraphicsPipeline::Back); scene.ps->setFrontFace(QRhiGraphicsPipeline::CCW); QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); Q_ASSERT(vs.isValid()); QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); Q_ASSERT(fs.isValid()); scene.ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 4 * sizeof(float) }, }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) } }); scene.ps->setVertexInputLayout(inputLayout); scene.ps->setSampleCount(m_sampleCount); scene.ps->setShaderResourceBindings(scene.srb.get()); scene.ps->setRenderPassDescriptor(renderTarget()->renderPassDescriptor()); scene.ps->create(); updateTexture(); } void TestRenderer::synchronize(QQuickRhiItem *rhiItem) { TestRhiItem *item = static_cast(rhiItem); if (item->color() != itemData.color) { itemData.color = item->color(); updateTexture(); } } void TestRenderer::render(QRhiCommandBuffer *cb) { QRhiResourceUpdateBatch *rub = scene.resourceUpdates; if (rub) scene.resourceUpdates = nullptr; const QColor clearColor = QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f); cb->beginPass(renderTarget(), clearColor, { 1.0f, 0 }, rub); cb->setGraphicsPipeline(scene.ps.get()); const QSize outputSize = renderTarget()->pixelSize(); cb->setViewport(QRhiViewport(0, 0, outputSize.width(), outputSize.height())); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { scene.vbuf.get(), 0 }, }; cb->setVertexInput(0, 1, vbufBindings); cb->draw(3); cb->endPass(); } void TestRhiItem::setColor(QColor c) { if (m_color == c) return; m_color = c; emit colorChanged(); update(); }