qtdeclarative/examples/quick/scenegraph/customrendernode/customrender.cpp

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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "customrender.h"
#include <QSGTextureProvider>
#include <QSGRenderNode>
#include <QSGTransformNode>
#include <QQuickWindow>
#include <QFile>
#include <rhi/qrhi.h>
class CustomRenderNode : public QSGRenderNode
{
public:
CustomRenderNode(QQuickWindow *window);
virtual ~CustomRenderNode();
void setVertices(const QList<QVector2D> &vertices);
void prepare() override;
void render(const RenderState *state) override;
void releaseResources() override;
RenderingFlags flags() const override;
QSGRenderNode::StateFlags changedStates() const override;
protected:
QQuickWindow *m_window = nullptr;
QRhiBuffer *m_vertexBuffer = nullptr;
QRhiBuffer *m_uniformBuffer = nullptr;
QRhiShaderResourceBindings *m_resourceBindings = nullptr;
QRhiGraphicsPipeline *m_pipeLine = nullptr;
QList<QRhiShaderStage> m_shaders;
bool m_verticesDirty = true;
QList<QVector2D> m_vertices;
};
CustomRenderNode::CustomRenderNode(QQuickWindow *window) : m_window(window)
{
Q_ASSERT(QFile::exists(":/scenegraph/customrendernode/shaders/customrender.vert.qsb"));
Q_ASSERT(QFile::exists(":/scenegraph/customrendernode/shaders/customrender.frag.qsb"));
QFile file;
file.setFileName(":/scenegraph/customrendernode/shaders/customrender.vert.qsb");
file.open(QFile::ReadOnly);
m_shaders.append(
QRhiShaderStage(QRhiShaderStage::Vertex, QShader::fromSerialized(file.readAll())));
file.close();
file.setFileName(":/scenegraph/customrendernode/shaders/customrender.frag.qsb");
file.open(QFile::ReadOnly);
m_shaders.append(
QRhiShaderStage(QRhiShaderStage::Fragment, QShader::fromSerialized(file.readAll())));
}
CustomRenderNode::~CustomRenderNode()
{
if (m_pipeLine)
delete m_pipeLine;
if (m_resourceBindings)
delete m_resourceBindings;
if (m_vertexBuffer)
delete m_vertexBuffer;
if (m_uniformBuffer)
delete m_uniformBuffer;
}
void CustomRenderNode::setVertices(const QList<QVector2D> &vertices)
{
if (m_vertices == vertices)
return;
m_verticesDirty = true;
m_vertices = vertices;
markDirty(QSGNode::DirtyGeometry);
}
void CustomRenderNode::releaseResources()
{
if (m_vertexBuffer) {
delete m_vertexBuffer;
m_vertexBuffer = nullptr;
}
if (m_uniformBuffer) {
delete m_uniformBuffer;
m_uniformBuffer = nullptr;
}
if (m_pipeLine) {
delete m_pipeLine;
m_pipeLine = nullptr;
}
if (m_resourceBindings) {
delete m_resourceBindings;
m_resourceBindings = nullptr;
}
}
QSGRenderNode::RenderingFlags CustomRenderNode::flags() const
{
// We are rendering 2D content directly into the scene graph
return { QSGRenderNode::NoExternalRendering | QSGRenderNode::DepthAwareRendering };
}
QSGRenderNode::StateFlags CustomRenderNode::changedStates() const
{
return {QSGRenderNode::StateFlag::ViewportState | QSGRenderNode::StateFlag::CullState};
}
void CustomRenderNode::prepare()
{
QRhiSwapChain *swapChain = m_window->swapChain();
QRhi *rhi = m_window->rhi();
Q_ASSERT(swapChain);
Q_ASSERT(rhi);
QRhiResourceUpdateBatch *resourceUpdates = rhi->nextResourceUpdateBatch();
if (m_verticesDirty) {
if (m_vertexBuffer) {
delete m_vertexBuffer;
m_vertexBuffer = nullptr;
}
m_verticesDirty = false;
}
if (!m_vertexBuffer) {
m_vertexBuffer = rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer,
m_vertices.count() * sizeof(QVector2D));
m_vertexBuffer->create();
resourceUpdates->uploadStaticBuffer(m_vertexBuffer, m_vertices.constData());
}
if (!m_uniformBuffer) {
m_uniformBuffer = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_uniformBuffer->create();
}
if (!m_resourceBindings) {
m_resourceBindings = rhi->newShaderResourceBindings();
m_resourceBindings->setBindings({ QRhiShaderResourceBinding::uniformBuffer(
0,
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
m_uniformBuffer) });
m_resourceBindings->create();
}
if (!m_pipeLine) {
m_pipeLine = rhi->newGraphicsPipeline();
//
// If layer.enabled == true on our QQuickItem, the rendering face is flipped for
// backends with isYUpInFrameBuffer == true (OpenGL). This does not happen with
// RHI backends with isYUpInFrameBuffer == false. We swap the triangle winding
// order to work around this.
//
m_pipeLine->setFrontFace(renderTarget()->resourceType() == QRhiResource::TextureRenderTarget
&& rhi->isYUpInFramebuffer()
? QRhiGraphicsPipeline::CW
: QRhiGraphicsPipeline::CCW);
m_pipeLine->setCullMode(QRhiGraphicsPipeline::Back);
m_pipeLine->setTopology(QRhiGraphicsPipeline::TriangleStrip);
QRhiGraphicsPipeline::TargetBlend blend;
blend.enable = true;
m_pipeLine->setTargetBlends({ blend });
m_pipeLine->setShaderResourceBindings(m_resourceBindings);
m_pipeLine->setShaderStages(m_shaders.cbegin(), m_shaders.cend());
m_pipeLine->setDepthTest(true);
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({ { 2 * sizeof(float) } });
inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 } });
m_pipeLine->setVertexInputLayout(inputLayout);
m_pipeLine->setRenderPassDescriptor(renderTarget()->renderPassDescriptor());
m_pipeLine->create();
}
QMatrix4x4 mvp = *projectionMatrix() * *matrix();
float opacity = inheritedOpacity();
resourceUpdates->updateDynamicBuffer(m_uniformBuffer, 0, 64, mvp.constData());
resourceUpdates->updateDynamicBuffer(m_uniformBuffer, 64, 4, &opacity);
swapChain->currentFrameCommandBuffer()->resourceUpdate(resourceUpdates);
}
void CustomRenderNode::render(const RenderState *state)
{
QRhiSwapChain *swapChain = m_window->swapChain();
Q_ASSERT(swapChain);
QRhiCommandBuffer *cb = swapChain->currentFrameCommandBuffer();
Q_ASSERT(cb);
cb->setGraphicsPipeline(m_pipeLine);
QSize renderTargetSize = renderTarget()->pixelSize();
cb->setViewport(QRhiViewport(0, 0, renderTargetSize.width(), renderTargetSize.height()));
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vertexBindings[] = { { m_vertexBuffer, 0 } };
cb->setVertexInput(0, 1, vertexBindings);
cb->draw(m_vertices.count());
}
CustomRender::CustomRender(QQuickItem *parent) : QQuickItem(parent)
{
setFlag(ItemHasContents, true);
connect(this, &CustomRender::verticesChanged, this, &CustomRender::update);
}
const QList<QVector2D> &CustomRender::vertices() const
{
return m_vertices;
}
void CustomRender::setVertices(const QList<QVector2D> &newVertices)
{
if (m_vertices == newVertices)
return;
m_vertices = newVertices;
emit verticesChanged();
}
QSGNode *CustomRender::updatePaintNode(QSGNode *old, UpdatePaintNodeData *)
{
CustomRenderNode *node = static_cast<CustomRenderNode *>(old);
if (!node)
node = new CustomRenderNode(window());
node->setVertices(m_vertices);
return node;
}