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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>
#include <QtQuick3D/qquick3d.h>
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, 1.f));
// 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::setDefaultFormat(QQuick3D::idealSurfaceFormat());
RenderToTexture renderToTexture;
renderToTexture.show();
return app.exec();
}