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| |
| #include "triangleoncuberenderer.h" |
| #include <QFile> |
| #include <QtGui/private/qshader_p.h> |
| |
| // toggle to test the preserved content (no clear) path |
| const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false; |
| const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false; |
| |
| const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass |
| |
| const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0) |
| const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok) |
| |
| #include "../shared/cube.h" |
| |
| static QShader getShader(const QString &name) |
| { |
| QFile f(name); |
| if (f.open(QIODevice::ReadOnly)) |
| return QShader::fromSerialized(f.readAll()); |
| |
| return QShader(); |
| } |
| |
| static const QSize OFFSCREEN_SIZE(512, 512); |
| |
| void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) |
| { |
| m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); |
| m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)")); |
| m_vbuf->build(); |
| m_vbufReady = false; |
| |
| m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); |
| m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)")); |
| m_ubuf->build(); |
| |
| if (IMAGE_UNDER_OFFSCREEN_RENDERING) { |
| m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888); |
| if (m_r->isYUpInFramebuffer()) |
| m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well |
| } |
| |
| m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); |
| m_tex->setName(QByteArrayLiteral("Texture for offscreen content")); |
| m_tex->build(); |
| |
| if (MRT) { |
| m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); |
| m_tex2->build(); |
| } |
| |
| if (DS_ATT) { |
| m_offscreenTriangle.setDepthWrite(true); |
| m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize()); |
| m_ds->build(); |
| } |
| |
| if (DEPTH_TEXTURE) { |
| m_offscreenTriangle.setDepthWrite(true); |
| m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); |
| m_depthTex->build(); |
| } |
| |
| m_sampler = m_r->newSampler(QRhiSampler::Linear, 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(); |
| |
| 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(); |
| |
| QRhiTextureRenderTarget::Flags rtFlags = 0; |
| if (IMAGE_UNDER_OFFSCREEN_RENDERING) |
| rtFlags |= QRhiTextureRenderTarget::PreserveColorContents; |
| |
| if (DEPTH_TEXTURE) { |
| QRhiTextureRenderTargetDescription desc; |
| desc.setDepthTexture(m_depthTex); |
| m_rt = m_r->newTextureRenderTarget(desc, rtFlags); |
| } else { |
| QRhiTextureRenderTargetDescription desc; |
| QRhiColorAttachment color0 { m_tex }; |
| if (DS_ATT) |
| desc.setDepthStencilBuffer(m_ds); |
| if (MRT) { |
| m_offscreenTriangle.setColorAttCount(2); |
| QRhiColorAttachment color1 { m_tex2 }; |
| desc.setColorAttachments({ color0, color1 }); |
| } else { |
| desc.setColorAttachments({ color0 }); |
| } |
| m_rt = m_r->newTextureRenderTarget(desc, rtFlags); |
| } |
| |
| m_rp = m_rt->newCompatibleRenderPassDescriptor(); |
| m_rt->setRenderPassDescriptor(m_rp); |
| |
| m_rt->build(); |
| |
| m_offscreenTriangle.setRhi(m_r); |
| m_offscreenTriangle.initResources(m_rp); |
| m_offscreenTriangle.setScale(2); |
| // m_tex and the offscreen triangle are never multisample |
| } |
| |
| void TriangleOnCubeRenderer::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); |
| |
| m_offscreenTriangle.resize(pixelSize); |
| } |
| |
| void TriangleOnCubeRenderer::releaseResources() |
| { |
| m_offscreenTriangle.releaseResources(); |
| |
| delete m_ps; |
| m_ps = nullptr; |
| |
| delete m_srb; |
| m_srb = nullptr; |
| |
| delete m_rt; |
| m_rt = nullptr; |
| |
| delete m_rp; |
| m_rp = nullptr; |
| |
| delete m_sampler; |
| m_sampler = nullptr; |
| |
| delete m_depthTex; |
| m_depthTex = nullptr; |
| |
| delete m_tex2; |
| m_tex2 = nullptr; |
| |
| delete m_tex; |
| m_tex = nullptr; |
| |
| delete m_ds; |
| m_ds = nullptr; |
| |
| delete m_ubuf; |
| m_ubuf = nullptr; |
| |
| delete m_vbuf; |
| m_vbuf = nullptr; |
| } |
| |
| void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates) |
| { |
| if (!m_vbufReady) { |
| m_vbufReady = true; |
| resourceUpdates->uploadStaticBuffer(m_vbuf, cube); |
| qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; |
| resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip); |
| } |
| |
| m_rotation += 1.0f; |
| QMatrix4x4 mvp = m_proj; |
| mvp.translate(m_translation); |
| mvp.scale(0.5f); |
| mvp.rotate(m_rotation, 1, 0, 0); |
| resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData()); |
| |
| // ### |
| // if (DEPTH_TEXTURE) { |
| // // m_tex is basically undefined here, be nice and transition the layout properly at least |
| // resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead); |
| // } |
| } |
| |
| void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb) |
| { |
| QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); |
| m_offscreenTriangle.queueResourceUpdates(u); |
| |
| if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) { |
| u->uploadTexture(m_tex, m_image); |
| if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME) |
| m_image = QImage(); |
| } |
| |
| cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u); |
| m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE); |
| cb->endPass(); |
| } |
| |
| void TriangleOnCubeRenderer::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); |
| } |