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| |
| #include "../shared/renderexample.h" |
| #include "../shared/renderexampletools.h" |
| #include <QtQuick3DRender/private/qssgrenderframebuffer_p.h> |
| #include <QtQuick3DRender/private/qssgrendertexture2d_p.h> |
| #include <QtQuick3DRender/private/qssgrenderindexbuffer_p.h> |
| #include <QtQuick3DRender/private/qssgrendervertexbuffer_p.h> |
| #include <QtQuick3DRender/private/qssgrenderrenderbuffer_p.h> |
| #include <QtQuick3DRender/private/qssgrendershaderprogram_p.h> |
| #include <QtGui/QVector4D> |
| #include <QtGui/QGuiApplication> |
| |
| struct ShaderArgs |
| { |
| QMatrix4x4 mvp; |
| QSSGRef<QSSGRenderTexture2D> texture; |
| QSSGRef<QSSGRenderShaderProgram> shader; |
| ShaderArgs() {} |
| }; |
| class RenderToTexture : public QSSGRenderExample |
| { |
| QSSGRef<QSSGRenderContext> m_Context; |
| QSSGRef<QSSGRenderVertexBuffer> mVertexBuffer; |
| QSSGRef<QSSGRenderIndexBuffer> mIndexBuffer; |
| QSSGRef<QSSGRenderInputAssembler> mInputAssembler; |
| // Simple shader |
| QSSGRef<QSSGRenderShaderProgram> mSimpleShader; |
| // Simple shader with texture lookup. |
| QSSGRef<QSSGRenderShaderProgram> mSimpleShaderTex; |
| |
| QSSGRef<QSSGRenderFrameBuffer> mFrameBuffer; |
| QSSGRef<QSSGRenderTexture2D> mColorBuffer; |
| QSSGRef<QSSGRenderTexture2D> mDepthBuffer; |
| |
| quint32 mFBWidth{400}; |
| quint32 mFBHeight{400}; |
| |
| bool m_viewportDirty = true; |
| |
| ShaderArgs mShaderArgs; |
| QMatrix4x4 frus; |
| QMatrix4x4 model; |
| QMatrix4x4 rot; |
| qint64 m_elapsedTime = 0; |
| |
| public: |
| RenderToTexture() = default; |
| void setupMVP(const QVector3D &translation) |
| { |
| mShaderArgs.mvp = frus; |
| mShaderArgs.mvp *= model; |
| mShaderArgs.mvp.translate(translation); |
| mShaderArgs.mvp *= rot; |
| } |
| void DrawIndexedArrays(const QVector3D &translation) |
| { |
| setupMVP(translation); |
| m_Context->setActiveShader(mShaderArgs.shader); |
| mShaderArgs.shader->setPropertyValue("mat_mvp", mShaderArgs.mvp); |
| mShaderArgs.shader->setPropertyValue("image0", mShaderArgs.texture.data()); |
| m_Context->draw(QSSGRenderDrawMode::Triangles, mIndexBuffer->numIndices(), 0); |
| } |
| |
| // QSSGRenderExample interface |
| public: |
| void initialize() override |
| { |
| m_Context = QSSGRenderContext::createGl(format()); |
| mInputAssembler = QSSGRenderExampleTools::createBox(m_Context, mVertexBuffer, mIndexBuffer); |
| mSimpleShader = QSSGRenderExampleTools::createSimpleShader(m_Context); |
| mSimpleShaderTex = QSSGRenderExampleTools::createSimpleShaderTex(m_Context); |
| // If you don't want the depth buffer information back out of the system, then you can |
| // do this. |
| // mDepthBuffer = m_Context.CreateRenderBuffer( QSSGRenderRenderBufferFormats::Depth16, |
| // mFBWidth, mFBHeight ); |
| |
| m_Context->setInputAssembler(mInputAssembler); |
| |
| mDepthBuffer = new QSSGRenderTexture2D(m_Context); |
| mDepthBuffer->setTextureData(QSSGByteView(), 0, mFBWidth, mFBHeight, |
| QSSGRenderTextureFormat::Depth16); |
| mColorBuffer = new QSSGRenderTexture2D(m_Context); |
| mColorBuffer->setTextureData(QSSGByteView(), 0, mFBWidth, mFBHeight, |
| QSSGRenderTextureFormat::RGBA8); |
| if (mDepthBuffer && mColorBuffer) { |
| // Creating objects tends to Bind them to their active state hooks. |
| // So to protect the rest of the system against what they are doing (if we care), we |
| // need |
| // to push the current state |
| // Auto-binds the framebuffer. |
| mFrameBuffer = new QSSGRenderFrameBuffer(m_Context); |
| mFrameBuffer->attach(QSSGRenderFrameBufferAttachment::Color0, mColorBuffer); |
| mFrameBuffer->attach(QSSGRenderFrameBufferAttachment::Depth, mDepthBuffer); |
| Q_ASSERT(mFrameBuffer->isComplete()); |
| |
| m_Context->setRenderTarget(nullptr); |
| } |
| mColorBuffer->setMinFilter(QSSGRenderTextureMinifyingOp::Linear); |
| mColorBuffer->setMagFilter(QSSGRenderTextureMagnifyingOp::Linear); |
| m_Context->setDepthTestEnabled(true); |
| m_Context->setDepthWriteEnabled(true); |
| m_Context->setClearColor(QVector4D(.3f, .3f, .3f, .3f)); |
| // Setup various matrici |
| frus.frustum(-1, 1, -1, 1, 1, 10); |
| model.translate(0, 0, -4); |
| mShaderArgs.texture = mColorBuffer; |
| } |
| void drawFrame(qint64 delta) override { |
| m_elapsedTime += delta; |
| rot = QMatrix4x4(); |
| rot.rotate((float)m_elapsedTime * 0.1f, .707f, .707f, 0); |
| QSSGRenderClearFlags clearFlags(QSSGRenderClearValues::Color | QSSGRenderClearValues::Depth); |
| // render to frame buffer |
| { |
| QSSGRenderContextScopedProperty<const QSSGRef<QSSGRenderFrameBuffer> &> framebuffer(*m_Context.data(), |
| &QSSGRenderContext::renderTarget, |
| &QSSGRenderContext::setRenderTarget, |
| mFrameBuffer); |
| |
| QSSGRenderContextScopedProperty<QRect> viewport( |
| *m_Context.data(), &QSSGRenderContext::viewport, &QSSGRenderContext::setViewport, |
| QRect(0, 0, mFBWidth, mFBHeight)); |
| QSSGRenderContextScopedProperty<QVector4D> clearColor( |
| *m_Context.data(), &QSSGRenderContext::clearColor, &QSSGRenderContext::setClearColor, |
| QVector4D(1.0f, .6f, .6f, 1.6f)); |
| m_Context->clear(clearFlags); |
| mShaderArgs.shader = mSimpleShader; |
| DrawIndexedArrays(QVector3D()); |
| } |
| if (m_viewportDirty) { |
| m_Context->setViewport(QRect(0, 0, this->width(), this->height())); |
| m_viewportDirty = false; |
| } |
| |
| m_Context->clear(clearFlags); |
| mShaderArgs.texture = mColorBuffer; |
| mShaderArgs.shader = mSimpleShaderTex; |
| |
| DrawIndexedArrays(QVector3D(-2.f, 0.f, 0.f)); |
| |
| mShaderArgs.texture = mDepthBuffer; |
| DrawIndexedArrays(QVector3D(2.f, 0.f, 0.f)); |
| } |
| |
| protected: |
| void resizeEvent(QResizeEvent *) override |
| { |
| m_viewportDirty = true; |
| } |
| }; |
| |
| int main(int argc, char *argv[]) |
| { |
| QGuiApplication app(argc, argv); |
| |
| QSurfaceFormat fmt; |
| fmt.setProfile(QSurfaceFormat::CoreProfile); |
| |
| // Advanced: Try 4.3 core (so we get compute shaders for instance) |
| fmt.setVersion(4, 3); |
| fmt.setSwapBehavior(QSurfaceFormat::DoubleBuffer); |
| |
| RenderToTexture renderToTexture; |
| renderToTexture.setFormat(fmt); |
| renderToTexture.show(); |
| |
| return app.exec(); |
| } |