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| |
| #include "../shared/examplefw.h" |
| #include "../shared/cube.h" |
| |
| struct { |
| QVector<QRhiResource *> releasePool; |
| QRhiBuffer *vbuf = nullptr; |
| QRhiBuffer *ubuf = nullptr; |
| QRhiTexture *tex = nullptr; |
| QRhiSampler *sampler = nullptr; |
| QRhiShaderResourceBindings *srb = nullptr; |
| QRhiGraphicsPipeline *ps = nullptr; |
| QRhiResourceUpdateBatch *initialUpdates = nullptr; |
| } d; |
| |
| void Window::customInit() |
| { |
| d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); |
| d.vbuf->build(); |
| d.releasePool << d.vbuf; |
| |
| d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64); |
| d.ubuf->build(); |
| d.releasePool << d.ubuf; |
| |
| const QSize cubeMapSize(512, 512); |
| d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap); |
| d.releasePool << d.tex; |
| d.tex->build(); |
| |
| d.initialUpdates = m_r->nextResourceUpdateBatch(); |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); |
| |
| QImage img = QImage(":/c.png").mirrored().convertToFormat(QImage::Format_RGBA8888); |
| // just use the same image for all faces for now |
| QRhiTextureSubresourceUploadDescription subresDesc(img); |
| QRhiTextureUploadDescription desc({ |
| { 0, 0, subresDesc }, // +X |
| { 1, 0, subresDesc }, // -X |
| { 2, 0, subresDesc }, // +Y |
| { 3, 0, subresDesc }, // -Y |
| { 4, 0, subresDesc }, // +Z |
| { 5, 0, subresDesc } // -Z |
| }); |
| d.initialUpdates->uploadTexture(d.tex, desc); |
| |
| d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, |
| QRhiSampler::Repeat, QRhiSampler::Repeat); |
| 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->setDepthTest(true); |
| d.ps->setDepthWrite(true); |
| d.ps->setDepthOp(QRhiGraphicsPipeline::LessOrEqual); |
| |
| d.ps->setCullMode(QRhiGraphicsPipeline::Front); // we are inside the cube so cull front, not back |
| d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); // front is ccw in the cube data |
| |
| QShader vs = getShader(QLatin1String(":/cubemap.vert.qsb")); |
| Q_ASSERT(vs.isValid()); |
| QShader fs = getShader(QLatin1String(":/cubemap.frag.qsb")); |
| Q_ASSERT(fs.isValid()); |
| d.ps->setShaderStages({ |
| { QRhiShaderStage::Vertex, vs }, |
| { QRhiShaderStage::Fragment, fs } |
| }); |
| |
| QRhiVertexInputLayout inputLayout; |
| inputLayout.setBindings({ |
| { 3 * sizeof(float) } |
| }); |
| inputLayout.setAttributes({ |
| { 0, 0, QRhiVertexInputAttribute::Float3, 0 } |
| }); |
| |
| d.ps->setVertexInputLayout(inputLayout); |
| d.ps->setShaderResourceBindings(d.srb); |
| d.ps->setRenderPassDescriptor(m_rp); |
| |
| d.ps->build(); |
| } |
| |
| void Window::customRelease() |
| { |
| qDeleteAll(d.releasePool); |
| d.releasePool.clear(); |
| } |
| |
| void Window::customRender() |
| { |
| const QSize outputSizeInPixels = m_sc->currentPixelSize(); |
| QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); |
| QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); |
| |
| if (d.initialUpdates) { |
| u->merge(d.initialUpdates); |
| d.initialUpdates->release(); |
| d.initialUpdates = nullptr; |
| } |
| |
| QMatrix4x4 mvp = m_r->clipSpaceCorrMatrix(); |
| mvp.perspective(90.0f, outputSizeInPixels.width() / (float) outputSizeInPixels.height(), 0.01f, 1000.0f); |
| // cube vertices go from -1..1 |
| mvp.scale(10); |
| static float rx = 0; |
| mvp.rotate(rx, 1, 0, 0); |
| rx += 0.5f; |
| // no translation |
| u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); |
| |
| cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u); |
| cb->setGraphicsPipeline(d.ps); |
| cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); |
| cb->setShaderResources(); |
| const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); |
| cb->setVertexInput(0, 1, &vbufBinding); |
| cb->draw(36); |
| cb->endPass(); |
| } |