| 9 | }; |
| 10 | |
| 11 | class MyWindow : public QRhiWindow { |
| 12 | public: |
| 13 | MyWindow(QRhiWindow::InitParams inInitParams) :QRhiWindow(inInitParams) { |
| 14 | mSigInit.request(); |
| 15 | } |
| 16 | private: |
| 17 | QRhiEx::Signal mSigInit; |
| 18 | QRhiEx::Signal mSigSubmit; |
| 19 | |
| 20 | QScopedPointer<QRhiBuffer> mCubeVertexBuffer; |
| 21 | |
| 22 | QScopedPointer<QRhiBuffer> mPlaneVertexBuffer; |
| 23 | |
| 24 | QScopedPointer<QRhiBuffer> mCubeUniformBuffer; |
| 25 | QScopedPointer<QRhiShaderResourceBindings> mCubeShaderBindings; |
| 26 | |
| 27 | QScopedPointer<QRhiBuffer> mPlaneUniformBuffer; |
| 28 | QScopedPointer<QRhiShaderResourceBindings> mPlaneShaderBindings; |
| 29 | |
| 30 | QScopedPointer<QRhiGraphicsPipeline> mPlanePipeline; |
| 31 | QScopedPointer<QRhiGraphicsPipeline> mCubePipeline; |
| 32 | protected: |
| 33 | void initRhiResource() { |
| 34 | mCubeVertexBuffer.reset(mRhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(CubeData))); |
| 35 | mCubeVertexBuffer->create(); |
| 36 | |
| 37 | mPlaneVertexBuffer.reset(mRhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(PlaneData))); |
| 38 | mPlaneVertexBuffer->create(); |
| 39 | |
| 40 | mCubeUniformBuffer.reset(mRhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, sizeof(UniformBlock))); |
| 41 | mCubeUniformBuffer->create(); |
| 42 | |
| 43 | mCubeShaderBindings.reset(mRhi->newShaderResourceBindings()); |
| 44 | mCubeShaderBindings->setBindings({ |
| 45 | QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, mCubeUniformBuffer.get()) |
| 46 | }); |
| 47 | mCubeShaderBindings->create(); |
| 48 | |
| 49 | mPlaneUniformBuffer.reset(mRhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, sizeof(UniformBlock))); |
| 50 | mPlaneUniformBuffer->create(); |
| 51 | |
| 52 | mPlaneShaderBindings.reset(mRhi->newShaderResourceBindings()); |
| 53 | mPlaneShaderBindings->setBindings({ |
| 54 | QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, mPlaneUniformBuffer.get()) |
| 55 | }); |
| 56 | mPlaneShaderBindings->create(); |
| 57 | |
| 58 | mCubePipeline.reset(mRhi->newGraphicsPipeline()); |
| 59 | mCubePipeline->setSampleCount(mSwapChain->sampleCount()); |
| 60 | mCubePipeline->setTopology(QRhiGraphicsPipeline::Triangles); |
| 61 | |
| 62 | QShader vs = mRhi->newShaderFromCode(QShader::VertexStage, R"(#version 440 |
| 63 | layout(location = 0) in vec3 inPosition; |
| 64 | layout(binding = 0) uniform UniformBlock{ |
| 65 | vec4 color; |
| 66 | mat4 MVP; |
| 67 | }UBO; |
| 68 | out gl_PerVertex { vec4 gl_Position; }; |
nothing calls this directly
no outgoing calls
no test coverage detected