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#include "renderexampletools.h"
#include <QtQuick3DRender/private/qssgrenderindexbuffer_p.h>
#include <QtQuick3DRender/private/qssgrendervertexbuffer_p.h>
#include <QtQuick3DRender/private/qssgrenderattriblayout_p.h>
#include <QtQuick3DRender/private/qssgrendershaderprogram_p.h>
#include <QtGui/QVector3D>
struct BoxFace
{
QVector3D positions[4];
QVector3D normal;
};
static const BoxFace g_BoxFaces[] = {
{ // Z+
QVector3D(-1, -1, 1), QVector3D(-1, 1, 1), QVector3D(1, 1, 1), QVector3D(1, -1, 1), QVector3D(0, 0, 1) },
{ // X+
QVector3D(1, -1, 1), QVector3D(1, 1, 1), QVector3D(1, 1, -1), QVector3D(1, -1, -1), QVector3D(1, 0, 0) },
{ // Z-
QVector3D(1, -1, -1), QVector3D(1, 1, -1), QVector3D(-1, 1, -1), QVector3D(-1, -1, -1),
QVector3D(0, 0, -1) },
{ // X-
QVector3D(-1, -1, -1), QVector3D(-1, 1, -1), QVector3D(-1, 1, 1), QVector3D(-1, -1, 1),
QVector3D(-1, 0, 0) },
{ // Y+
QVector3D(-1, 1, 1), QVector3D(-1, 1, -1), QVector3D(1, 1, -1), QVector3D(1, 1, 1), QVector3D(0, 1, 0) },
{ // Y-
QVector3D(-1, -1, -1), QVector3D(-1, -1, 1), QVector3D(1, -1, 1), QVector3D(1, -1, -1), QVector3D(0, -1, 0) }
};
static const QVector2D g_BoxUVs[] = {
QVector2D(0, 1), QVector2D(0, 0), QVector2D(1, 0), QVector2D(1, 1),
};
QSSGRef<QSSGRenderInputAssembler> QSSGRenderExampleTools::createBox(QSSGRef<QSSGRenderContext> context,
QSSGRef<QSSGRenderVertexBuffer> &outVertexBuffer,
QSSGRef<QSSGRenderIndexBuffer> &outIndexBuffer)
{
const quint32 numVerts = 24;
const quint32 numIndices = 36;
QVector3D extents = QVector3D(1, 1, 1);
// Attribute Layouts
QSSGRenderVertexBufferEntry entries[] = {
QSSGRenderVertexBufferEntry("attr_pos", QSSGRenderComponentType::Float32, 3, 0),
QSSGRenderVertexBufferEntry("attr_norm", QSSGRenderComponentType::Float32, 3, 3 * sizeof(float)),
QSSGRenderVertexBufferEntry("attr_uv", QSSGRenderComponentType::Float32, 2, 6 * sizeof(float)),
};
QSSGRef<QSSGRenderAttribLayout> attribLayout = context->createAttributeLayout(toDataView(entries, 3));
// Vertex Buffer
struct Vertex {
QVector3D position;
QVector3D normal;
QVector2D uv;
};
Q_STATIC_ASSERT(sizeof(Vertex) == 8 * sizeof(float));
quint32 bufStride = sizeof(Vertex);
QVector<Vertex> vertices(numVerts);
Vertex *v =vertices.begin();
for (quint32 i = 0; i < 6; i++) {
const BoxFace &bf = g_BoxFaces[i];
for (quint32 j = 0; j < 4; j++) {
v->position = bf.positions[j] * extents;
v->normal = bf.normal;
v->uv = g_BoxUVs[j];
++v;
}
}
auto vertexDataRef = toByteView(vertices);
outVertexBuffer= new QSSGRenderVertexBuffer(context, QSSGRenderBufferUsageType::Static, bufStride, vertexDataRef);
Q_ASSERT(bufStride == outVertexBuffer->stride());
// Index Buffer
QVector<quint16> indexBuffer(numIndices);
quint16 *indices = indexBuffer.begin();
for (quint8 i = 0; i < 6; i++) {
const quint16 base = i * 4;
*(indices++) = base + 0;
*(indices++) = base + 1;
*(indices++) = base + 2;
*(indices++) = base + 0;
*(indices++) = base + 2;
*(indices++) = base + 3;
}
auto indexDataRef = toByteView(indexBuffer);
outIndexBuffer= new QSSGRenderIndexBuffer(context, QSSGRenderBufferUsageType::Static,
QSSGRenderComponentType::UnsignedInteger16,
indexDataRef);
quint32 strides = outVertexBuffer->stride();
quint32 offsets = 0;
QSSGRef<QSSGRenderInputAssembler> inputAssembler = context->createInputAssembler(attribLayout,
toDataView(&outVertexBuffer, 1),
outIndexBuffer,
toDataView(&strides, 1),
toDataView(&offsets, 1));
return inputAssembler;
}
namespace {
static void dumpShaderOutput(const QSSGRef<QSSGRenderContext> &ctx, const QSSGRenderVertFragCompilationResult &compResult)
{
// if (!isTrivial(compResult.mFragCompilationOutput)) {
// qWarning("Frag output:\n%s", compResult.mFragCompilationOutput);
// }
// if (!isTrivial(compResult.mVertCompilationOutput)) {
// qWarning("Vert output:\n%s", compResult.mVertCompilationOutput);
// }
// if (!isTrivial(compResult.mLinkOutput)) {
// qWarning("Link output:\n%s", compResult.mLinkOutput);
// }
}
QSSGRef<QSSGRenderShaderProgram> compileAndDump(const QSSGRef<QSSGRenderContext> &ctx, const char *name, const char *vertShader, const char *fragShader)
{
QSSGRenderVertFragCompilationResult compResult =
ctx->compileSource(name, toByteView(vertShader), toByteView(fragShader));
dumpShaderOutput(ctx, compResult);
return compResult.m_shader;
}
}
QSSGRef<QSSGRenderShaderProgram> QSSGRenderExampleTools::createSimpleShader(QSSGRef<QSSGRenderContext> ctx)
{
return compileAndDump(ctx, "SimpleShader", getSimpleVertShader(), getSimpleFragShader());
}
QSSGRef<QSSGRenderShaderProgram> QSSGRenderExampleTools::createSimpleShaderTex(QSSGRef<QSSGRenderContext> ctx)
{
return compileAndDump(ctx, "SimpleShader", getSimpleVertShader(), getSimpleFragShaderTex());
}