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// This is a test for scissoring. Based on the cubemap test (because there the
// rendering covers the entire viewport which is what we need here). The
// scissor rectangle moves first up, then down, then from the center to the
// left and then to right. The important part is to ensure that the behavior
// identical between all backends, especially when the rectangle is partly or
// fully off window.
#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;
QPoint scissorBottomLeft;
QSize scissorSize;
int scissorAnimState = 0;
QSize outputSize;
} 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->setFlags(QRhiGraphicsPipeline::UsesScissor);
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();
d.scissorAnimState = 0;
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
static void advanceScissor()
{
switch (d.scissorAnimState) {
case 1: // up
d.scissorBottomLeft.setX(d.outputSize.width() / 4);
d.scissorBottomLeft.ry() += 1;
if (d.scissorBottomLeft.y() > d.outputSize.height() + 100)
d.scissorAnimState = 2;
break;
case 2: // down
d.scissorBottomLeft.ry() -= 1;
if (d.scissorBottomLeft.y() < -d.scissorSize.height() - 100)
d.scissorAnimState = 3;
break;
case 3: // left
d.scissorBottomLeft.setY(d.outputSize.height() / 4);
d.scissorBottomLeft.rx() += 1;
if (d.scissorBottomLeft.x() > d.outputSize.width() + 100)
d.scissorAnimState = 4;
break;
case 4: // right
d.scissorBottomLeft.rx() -= 1;
if (d.scissorBottomLeft.x() < -d.scissorSize.width() - 100)
d.scissorAnimState = 1;
break;
}
qDebug() << "scissor bottom-left" << d.scissorBottomLeft << "size" << d.scissorSize;
}
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;
}
d.outputSize = outputSizeInPixels;
if (d.scissorAnimState == 0) {
d.scissorBottomLeft = QPoint(outputSizeInPixels.width() / 4, 0);
d.scissorSize = QSize(outputSizeInPixels.width() / 2, outputSizeInPixels.height() / 2);
d.scissorAnimState = 1;
}
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()));
// Apply a scissor rectangle that moves around on the screen, also
// exercising the out of screen (negative x or y) case.
cb->setScissor(QRhiScissor(d.scissorBottomLeft.x(), d.scissorBottomLeft.y(),
d.scissorSize.width(), d.scissorSize.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(36);
cb->endPass();
advanceScissor();
}