/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSRenderTestAttribBuffers.h" #include "../Qt3DSRenderTestMathUtil.h" #include "render/Qt3DSRenderShaderProgram.h" #include using namespace qt3ds; using namespace qt3ds::render; struct Vertex { QT3DSVec3 positions; }; static const char *vertShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 300 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n"; } prog += "uniform mat4 mat_mvp;\n" "in vec3 attr_pos; // Vertex pos\n" "in vec3 attr_col; // Vertex col\n" "out vec3 color; // output color\n" "void main()\n" "{\n" " gl_Position = vec4(attr_pos, 1.0);\n" " color = attr_col;\n" "}\n"; return prog.c_str(); } static const char *fragShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 300 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n"; } prog += "in vec3 color; // input color\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " fragColor = vec4( color, 1.0);\n" "}\n"; return prog.c_str(); } NVRenderTestAttribBuffers::NVRenderTestAttribBuffers() { _curTest = 0; _maxColumn = 4; } NVRenderTestAttribBuffers::~NVRenderTestAttribBuffers() { } bool NVRenderTestAttribBuffers::isSupported(NVRenderContext *context) { return true; } //////////////////////////////// // test for functionality //////////////////////////////// inline NVConstDataRef toRef(const char *data) { size_t len = strlen(data) + 1; return NVConstDataRef((const QT3DSI8 *)data, (QT3DSU32)len); } bool NVRenderTestAttribBuffers::run(NVRenderContext *context, userContextData *pUserData) { bool success = true; // conpute cell width _cellSize = pUserData->winWidth / _maxColumn; context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); success &= multiAttribBufferTest(context, pUserData); _curTest++; // cleanup context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); return success; } bool NVRenderTestAttribBuffers::multiAttribBufferTest(NVRenderContext *context, userContextData *pUserData) { static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.0, 0.9, 0) } }; static const Vertex vertexColors[] = { { QT3DSVec3(0.0, 1.0, 0.0) }, { QT3DSVec3(0.0, 0.6, 0.0) }, { QT3DSVec3(0.0, 0.2, 0.0) } }; NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mColorBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; NVRenderVertexBuffer *attribBuffers[2]; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestAttribBuffers shader", toRef(vertShader(vtxProg, isGLESContext(context))), toRef(fragShader(frgProg, isGLESContext(context)))); if (!compResult.mShader) { return false; } unsigned int curY = 0; unsigned int curX = _curTest; if (_curTest >= _maxColumn) { curY = (_curTest / _maxColumn); curX = (_curTest % _maxColumn); } // set viewport context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); // this is the layout NVRenderVertexBufferEntry entries[] = { NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0, 0), NVRenderVertexBufferEntry("attr_col", NVRenderComponentTypes::QT3DSF32, 3, 0, 1), }; // position buffer QT3DSU32 bufSize = 3 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestAttribBuffers: Failed to create vertex buffer"; return false; } // color buffer NVDataRef colorData((QT3DSU8 *)vertexColors, bufSize); mColorBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), colorData); if (!mColorBuffer) { qWarning() << "NVRenderTestAttribBuffers: Failed to create color buffer"; return false; } attribBuffers[0] = mVertexBuffer; attribBuffers[1] = mColorBuffer; // create our attribute layout mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); // create input Assembler QT3DSU32 strides[2]; QT3DSU32 offsets[2]; strides[0] = mVertexBuffer->GetStride(); offsets[0] = 0; strides[1] = mColorBuffer->GetStride(); offsets[1] = 0; mInputAssembler = context->CreateInputAssembler( mAttribLayout, NVConstDataRef(attribBuffers, 2), NULL, toConstDataRef(strides, 2), toConstDataRef(offsets, 2), NVRenderDrawMode::Triangles); if (!mInputAssembler) { qWarning() << "NVRenderTestAttribBuffers: Failed to create input assembler"; return false; } // make input assembler active context->SetInputAssembler(mInputAssembler); // set program context->SetActiveShader(compResult.mShader); compResult.mShader->SetPropertyValue("mat_mvp", mvp); // set color compResult.mShader->SetPropertyValue("color", color); context->SetDepthTestEnabled(true); context->SetDepthWriteEnabled(true); // draw context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); context->SetActiveShader(0); compResult.mShader->release(); return true; } //////////////////////////////// // performance test //////////////////////////////// bool NVRenderTestAttribBuffers::runPerformance(NVRenderContext *context, userContextData *pUserData) { return true; } //////////////////////////////// // test cleanup //////////////////////////////// void NVRenderTestAttribBuffers::cleanup(NVRenderContext *context, userContextData *pUserData) { context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); // dummy context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); }