| /**************************************************************************** |
| ** |
| ** Copyright (C) 2018 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the examples of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** 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. |
| ** |
| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "Redistribution and use in source and binary forms, with or without |
| ** modification, are permitted provided that the following conditions are |
| ** met: |
| ** * Redistributions of source code must retain the above copyright |
| ** notice, this list of conditions and the following disclaimer. |
| ** * Redistributions in binary form must reproduce the above copyright |
| ** notice, this list of conditions and the following disclaimer in |
| ** the documentation and/or other materials provided with the |
| ** distribution. |
| ** * Neither the name of The Qt Company Ltd nor the names of its |
| ** contributors may be used to endorse or promote products derived |
| ** from this software without specific prior written permission. |
| ** |
| ** |
| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "../shared/examplefw.h" |
| |
| // Uses a multisample renderbuffer (whatever that may be on a given backend) to |
| // render to and then resolves the samples into a non-multisample texture. |
| |
| static float vertexData[] = |
| { // Y up, CCW |
| -0.5f, 0.5f, 0.0f, 0.0f, |
| -0.5f, -0.5f, 0.0f, 1.0f, |
| 0.5f, -0.5f, 1.0f, 1.0f, |
| 0.5f, 0.5f, 1.0f, 0.0f |
| }; |
| |
| static quint16 indexData[] = |
| { |
| 0, 1, 2, 0, 2, 3 |
| }; |
| |
| static float triangleData[] = |
| { // Y up, CCW |
| 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, |
| -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
| 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, |
| }; |
| |
| struct { |
| QVector<QRhiResource *> releasePool; |
| QRhiBuffer *vbuf = nullptr; |
| QRhiBuffer *ibuf = nullptr; |
| QRhiBuffer *ubuf = nullptr; |
| QRhiRenderBuffer *rb = nullptr; |
| QRhiTextureRenderTarget *rt = nullptr; |
| QRhiRenderPassDescriptor *rtRp = nullptr; |
| QRhiTexture *tex = nullptr; |
| QRhiSampler *sampler = nullptr; |
| QRhiBuffer *triUbuf = nullptr; |
| QRhiShaderResourceBindings *triSrb = nullptr; |
| QRhiGraphicsPipeline *triPs = nullptr; |
| QRhiShaderResourceBindings *srb = nullptr; |
| QRhiGraphicsPipeline *ps = nullptr; |
| QRhiResourceUpdateBatch *initialUpdates = nullptr; |
| QMatrix4x4 triBaseMvp; |
| float triRot = 0; |
| QMatrix4x4 winProj; |
| } d; |
| |
| void Window::customInit() |
| { |
| d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData)); |
| d.vbuf->build(); |
| d.releasePool << d.vbuf; |
| |
| d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); |
| d.ibuf->build(); |
| d.releasePool << d.ibuf; |
| |
| d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); |
| d.ubuf->build(); |
| d.releasePool << d.ubuf; |
| |
| d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA |
| d.rb->build(); |
| d.releasePool << d.rb; |
| |
| // the non-msaa texture that will be the destination in the resolve |
| d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize(), 1, QRhiTexture::RenderTarget); |
| d.releasePool << d.tex; |
| d.tex->build(); |
| |
| // rb is multisample, instead of writing out the msaa data into it, |
| // resolve into d.tex at the end of each render pass |
| QRhiTextureRenderTargetDescription rtDesc; |
| QRhiColorAttachment rtAtt(d.rb); |
| rtAtt.setResolveTexture(d.tex); |
| rtDesc.setColorAttachments({ rtAtt }); |
| |
| d.rt = m_r->newTextureRenderTarget(rtDesc); |
| d.releasePool << d.rt; |
| d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); |
| d.releasePool << d.rtRp; |
| d.rt->setRenderPassDescriptor(d.rtRp); |
| d.rt->build(); |
| |
| d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); |
| d.releasePool << d.triUbuf; |
| d.triUbuf->build(); |
| |
| d.triSrb = m_r->newShaderResourceBindings(); |
| d.releasePool << d.triSrb; |
| d.triSrb->setBindings({ |
| QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf) |
| }); |
| d.triSrb->build(); |
| |
| d.triPs = m_r->newGraphicsPipeline(); |
| d.releasePool << d.triPs; |
| d.triPs->setSampleCount(4); // must match the render target |
| d.triPs->setShaderStages({ |
| { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, |
| { QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) } |
| }); |
| QRhiVertexInputLayout inputLayout; |
| inputLayout.setBindings({ |
| { 5 * sizeof(float) } |
| }); |
| inputLayout.setAttributes({ |
| { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, |
| { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) } |
| }); |
| d.triPs->setVertexInputLayout(inputLayout); |
| d.triPs->setShaderResourceBindings(d.triSrb); |
| d.triPs->setRenderPassDescriptor(d.rtRp); |
| d.triPs->build(); |
| |
| d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, |
| QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); |
| d.releasePool << d.sampler; |
| d.sampler->build(); |
| |
| d.srb = m_r->newShaderResourceBindings(); |
| d.releasePool << d.srb; |
| d.srb->setBindings({ |
| QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), |
| QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) |
| }); |
| d.srb->build(); |
| |
| d.ps = m_r->newGraphicsPipeline(); |
| d.releasePool << d.ps; |
| d.ps->setShaderStages({ |
| { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, |
| { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) } |
| }); |
| inputLayout.setBindings({ |
| { 4 * sizeof(float) } |
| }); |
| inputLayout.setAttributes({ |
| { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, |
| { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) } |
| }); |
| d.ps->setVertexInputLayout(inputLayout); |
| d.ps->setShaderResourceBindings(d.srb); |
| d.ps->setRenderPassDescriptor(m_rp); |
| d.ps->build(); |
| |
| d.initialUpdates = m_r->nextResourceUpdateBatch(); |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData); |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData); |
| d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData); |
| |
| d.triBaseMvp = m_r->clipSpaceCorrMatrix(); |
| d.triBaseMvp.perspective(45.0f, d.rb->pixelSize().width() / float(d.rb->pixelSize().height()), 0.01f, 1000.0f); |
| d.triBaseMvp.translate(0, 0, -2); |
| float opacity = 1.0f; |
| d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity); |
| |
| qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; |
| d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); |
| } |
| |
| void Window::customRelease() |
| { |
| qDeleteAll(d.releasePool); |
| d.releasePool.clear(); |
| } |
| |
| void Window::customRender() |
| { |
| QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); |
| QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); |
| if (d.initialUpdates) { |
| u->merge(d.initialUpdates); |
| d.initialUpdates->release(); |
| d.initialUpdates = nullptr; |
| } |
| |
| QMatrix4x4 triMvp = d.triBaseMvp; |
| triMvp.rotate(d.triRot, 0, 1, 0); |
| d.triRot += 1; |
| u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData()); |
| |
| if (d.winProj != m_proj) { |
| d.winProj = m_proj; |
| QMatrix4x4 mvp = m_proj; |
| mvp.scale(2.5f); |
| u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); |
| } |
| |
| // offscreen (triangle, msaa) |
| cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u); |
| cb->setGraphicsPipeline(d.triPs); |
| cb->setViewport({ 0, 0, float(d.rb->pixelSize().width()), float(d.rb->pixelSize().height()) }); |
| cb->setShaderResources(); |
| QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData)); |
| cb->setVertexInput(0, 1, &vbufBinding); |
| cb->draw(3); |
| cb->endPass(); |
| |
| // onscreen (quad) |
| const QSize outputSizeInPixels = m_sc->currentPixelSize(); |
| cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); |
| cb->setGraphicsPipeline(d.ps); |
| cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); |
| cb->setShaderResources(); |
| vbufBinding.second = 0; |
| cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); |
| cb->drawIndexed(6); |
| cb->endPass(); |
| } |