RHI 窗口示例#

此示例演示了如何使用 QRhi 创建一个基于 QWindow 的最小应用程序。

Qt 6.6 开始为其应用使用提供加速 3D API 和着色器抽象层。应用现在可以使用与 Qt 本身使用相同的 3D 图形类来实现 Qt Quick 场景图或 Qt Quick 3D 引擎。在早期的 Qt 版本中,QRhi 和相关类都是私有 API。从 6.6 版本开始,这些类的类别类似于 QPA 类族:既不是完全公开的,也不是私有的,而是在两者之间,与公共 API 相比,兼容性承诺更有限。另一方面,QRhi 和相关类现在具备与公共 API 类似的完整文档。

使用QRhi有多种方式,本例展示的是最底层的实现方式:针对一个QWindow进行操作,不使用Qt QuickQt Quick 3D或任何形式的Widgets,并在应用程序中设置所有的渲染和窗体基础设施。

相比之下,当使用Qt QuickQt Quick 3D编写QML应用程序,并想将其与基于QRhi的渲染结合起来时,这样的应用程序会依赖Qt Quick已经初始化的窗体和渲染基础设施,并且可能从QQuickWindow中查询现有的QRhi实例。在Qt Quick中处理QRhi::create()、平台/API特定性或正确处理窗体的QExposeEvent和调整大小事件都是由Qt Quick管理的。而在这个示例中,所有这些都是由应用程序本身管理并解决的。

注意:

关于基于QWidget的应用程序,请参考简易RHI Widget示例

着色器#

由于本例是Qt GUI/Python模块示例,所以不能依赖于Qt Shader Tools模块。这意味着无法使用CMake辅助函数,如qt_add_shaders。因此,本例将shaders/prebuilt文件夹中包含的预处理的.qsb文件包含在可执行文件中,它们通过资源文件简单地包含在内。一般情况下不推荐这样做。

RHI Window Example

下载此示例

# Copyright (C) 2023 The Qt Company Ltd.
# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

from argparse import ArgumentParser, RawDescriptionHelpFormatter
import sys

from PySide6.QtCore import QCoreApplication
from PySide6.QtGui import QGuiApplication, QRhi, QSurfaceFormat

from rhiwindow import HelloWindow
import rc_rhiwindow  # noqa: F401

if __name__ == "__main__":
    app = QGuiApplication(sys.argv)

    # Use platform-specific defaults when no command-line arguments given.
    graphicsApi = QRhi.OpenGLES2
    if sys.platform == "win32":
        graphicsApi = QRhi.D3D11
    elif sys.platform == "darwin":
        graphicsApi = QRhi.Metal

    parser = ArgumentParser(formatter_class=RawDescriptionHelpFormatter,
                            description="QRhi render example")
    parser.add_argument("--null", "-n", action="store_true", help="Null")
    parser.add_argument("--opengl", "-g", action="store_true", help="OpenGL")
    parser.add_argument("--d3d11", "-d", action="store_true",
                        help="Direct3D 11")
    parser.add_argument("--d3d12", "-D", action="store_true",
                        help="Direct3D 12")
    parser.add_argument("--metal", "-m", action="store_true",
                        help="Metal")
    args = parser.parse_args()
    if args.null:
        graphicsApi = QRhi.Null
    elif args.opengl:
        graphicsApi = QRhi.OpenGLES2
    elif args.d3d11:
        graphicsApi = QRhi.D3D11
    elif args.d3d12:
        graphicsApi = QRhi.D3D12
    elif args.metal:
        graphicsApi = QRhi.Metal

    # graphicsApi = QRhi.Vulkan?  detect? needs QVulkanInstance

    # For OpenGL, to ensure there is a depth/stencil buffer for the window.
    # With other APIs this is under the application's control
    # (QRhiRenderBuffer etc.) and so no special setup is needed for those.
    fmt = QSurfaceFormat()
    fmt.setDepthBufferSize(24)
    fmt.setStencilBufferSize(8)
    # Special case macOS to allow using OpenGL there.
    # (the default Metal is the recommended approach, though)
    # gl_VertexID is a GLSL 130 feature, and so the default OpenGL 2.1 context
    # we get on macOS is not sufficient.
    if sys.platform == "darwin":
        fmt.setVersion(4, 1)
        fmt.setProfile(QSurfaceFormat.CoreProfile)
    QSurfaceFormat.setDefaultFormat(fmt)

    window = HelloWindow(graphicsApi)

    window.resize(1280, 720)
    title = QCoreApplication.applicationName() + " - " + window.graphicsApiName()
    window.setTitle(title)
    window.show()

    ret = app.exec()

    # RhiWindow::event() will not get invoked when the
    # PlatformSurfaceAboutToBeDestroyed event is sent during the QWindow
    # destruction. That happens only when exiting via app::quit() instead of
    # the more common QWindow::close(). Take care of it: if the QPlatformWindow
    # is still around (there was no close() yet), get rid of the swapchain
    # while it's not too late.
    if window.isVisible():
        window.releaseSwapChain()

    sys.exit(ret)
# Copyright (C) 2023 The Qt Company Ltd.
# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

import numpy
import sys

from PySide6.QtCore import (QEvent, QFile, QIODevice, QPointF, QRectF, QSize,
                            qFatal, qWarning, Qt)
from PySide6.QtGui import (QColor, QFont, QGradient, QImage, QMatrix4x4,
                           QPainter, QPlatformSurfaceEvent, QSurface, QWindow)
from PySide6.QtGui import (QRhi, QRhiBuffer,
                           QRhiDepthStencilClearValue,
                           QRhiGraphicsPipeline, QRhiNullInitParams,
                           QRhiGles2InitParams, QRhiRenderBuffer,
                           QRhiSampler, QRhiShaderResourceBinding,
                           QRhiShaderStage, QRhiTexture,
                           QRhiVertexInputAttribute, QRhiVertexInputBinding,
                           QRhiVertexInputLayout, QRhiViewport,
                           QShader)
from PySide6.support import VoidPtr

if sys.platform == "win32":
    from PySide6.QtGui import QRhiD3D11InitParams, QRhiD3D12InitParams
elif sys.platform == "darwin":
    from PySide6.QtGui import QRhiMetalInitParams


# Y up (note clipSpaceCorrMatrix in m_viewProjection), CCW
VERTEX_DATA = numpy.array([
    0.0, 0.5, 1.0, 0.0, 0.0,
    -0.5, -0.5, 0.0, 1.0, 0.0,
    0.5, -0.5, 0.0, 0.0, 1.0], dtype=numpy.float32)


UBUF_SIZE = 68


def getShader(name):
    f = QFile(name)
    if f.open(QIODevice.ReadOnly):
        result = QShader.fromSerialized(f.readAll())
        f.close()
        return result
    return QShader()


class RhiWindow(QWindow):

    def __init__(self, graphicsApi):
        super().__init__()
        self.m_graphicsApi = QRhi.Null
        self.m_initialized = False
        self.m_notExposed = False
        self.m_newlyExposed = False

        self.m_fallbackSurface = None
        self.m_rhi = None
        self.m_sc = None
        self.m_ds = None
        self.m_rp = None
        self.m_hasSwapChain = False
        self.m_viewProjection = QMatrix4x4()

        self.m_graphicsApi = graphicsApi

        if graphicsApi == QRhi.OpenGLES2:
            self.setSurfaceType(QSurface.SurfaceType.OpenGLSurface)
        elif graphicsApi == QRhi.Vulkan:
            self.setSurfaceType(QSurface.SurfaceType.VulkanSurface)
        elif graphicsApi == QRhi.D3D11 or graphicsApi == QRhi.D3D12:
            self.setSurfaceType(QSurface.SurfaceType.Direct3DSurface)
        elif graphicsApi == QRhi.Metal:
            self.setSurfaceType(QSurface.SurfaceType.MetalSurface)
        elif graphicsApi == QRhi.Null:
            pass  # RasterSurface

    def __del__(self):
        # destruction order matters to a certain degree: the fallbackSurface
        # must outlive the rhi, the rhi must outlive all other resources.
        # The resources need no special order when destroying.
        del self.m_rp
        self.m_rp = None
        del self.m_ds
        self.m_ds = None
        del self.m_sc
        self.m_sc = None
        del self.m_rhi
        self.m_rhi = None
        if self.m_fallbackSurface:
            del self.m_fallbackSurface
            self.m_fallbackSurface = None

    def graphicsApiName(self):
        if self.m_graphicsApi == QRhi.Null:
            return "Null (no output)"
        if self.m_graphicsApi == QRhi.OpenGLES2:
            return "OpenGL"
        if self.m_graphicsApi == QRhi.Vulkan:
            return "Vulkan"
        if self.m_graphicsApi == QRhi.D3D11:
            return "Direct3D 11"
        if self.m_graphicsApi == QRhi.D3D12:
            return "Direct3D 12"
        if self.m_graphicsApi == QRhi.Metal:
            return "Metal"
        return ""

    def customInit(self):
        pass

    def customRender(self):
        pass

    def exposeEvent(self, e):
        # initialize and start rendering when the window becomes usable
        # for graphics purposes
        is_exposed = self.isExposed()
        if is_exposed and not self.m_initialized:
            self.init()
            self.resizeSwapChain()
            self.m_initialized = True

        surfaceSize = self.m_sc.surfacePixelSize() if self.m_hasSwapChain else QSize()

        # stop pushing frames when not exposed (or size is 0)
        if ((not is_exposed or (self.m_hasSwapChain and surfaceSize.isEmpty()))
                and self.m_initialized and not self.m_notExposed):
            self.m_notExposed = True

        # Continue when exposed again and the surface has a valid size. Note
        # that surfaceSize can be (0, 0) even though size() reports a valid
        # one, hence trusting surfacePixelSize() and not QWindow.
        if is_exposed and self.m_initialized and self.m_notExposed and not surfaceSize.isEmpty():
            self.m_notExposed = False
            self.m_newlyExposed = True

        # always render a frame on exposeEvent() (when exposed) in order to
        # update immediately on window resize.
        if is_exposed and not surfaceSize.isEmpty():
            self.render()

    def event(self, e):
        if e.type() == QEvent.UpdateRequest:
            self.render()
        elif e.type() == QEvent.PlatformSurface:
            # this is the proper time to tear down the swapchain (while
            # the native window and surface are still around)
            if e.surfaceEventType() == QPlatformSurfaceEvent.SurfaceAboutToBeDestroyed:
                self.releaseSwapChain()

        return super().event(e)

    def init(self):
        if self.m_graphicsApi == QRhi.Null:
            params = QRhiNullInitParams()
            self.m_rhi = QRhi.create(QRhi.Null, params)

        if self.m_graphicsApi == QRhi.OpenGLES2:
            self.m_fallbackSurface = QRhiGles2InitParams.newFallbackSurface()
            params = QRhiGles2InitParams()
            params.fallbackSurface = self.m_fallbackSurface
            params.window = self
            self.m_rhi = QRhi.create(QRhi.OpenGLES2, params)
        elif self.m_graphicsApi == QRhi.D3D11:
            params = QRhiD3D11InitParams()
            # Enable the debug layer, if available. This is optional
            # and should be avoided in production builds.
            params.enableDebugLayer = True
            self.m_rhi = QRhi.create(QRhi.D3D11, params)
        elif self.m_graphicsApi == QRhi.D3D12:
            params = QRhiD3D12InitParams()
            # Enable the debug layer, if available. This is optional
            # and should be avoided in production builds.
            params.enableDebugLayer = True
            self.m_rhi = QRhi.create(QRhi.D3D12, params)
        elif self.m_graphicsApi == QRhi.Metal:
            params = QRhiMetalInitParams()
            self.m_rhi.reset(QRhi.create(QRhi.Metal, params))

        if not self.m_rhi:
            qFatal("Failed to create RHI backend")

        self.m_sc = self.m_rhi.newSwapChain()
        # no need to set the size here, due to UsedWithSwapChainOnly
        self.m_ds = self.m_rhi.newRenderBuffer(QRhiRenderBuffer.DepthStencil,
                                               QSize(), 1,
                                               QRhiRenderBuffer.UsedWithSwapChainOnly)
        self.m_sc.setWindow(self)
        self.m_sc.setDepthStencil(self.m_ds)
        self.m_rp = self.m_sc.newCompatibleRenderPassDescriptor()
        self.m_sc.setRenderPassDescriptor(self.m_rp)
        self.customInit()

    def resizeSwapChain(self):
        self.m_hasSwapChain = self.m_sc.createOrResize()  # also handles self.m_ds
        outputSize = self.m_sc.currentPixelSize()
        self.m_viewProjection = self.m_rhi.clipSpaceCorrMatrix()
        r = float(outputSize.width()) / float(outputSize.height())
        self.m_viewProjection.perspective(45.0, r, 0.01, 1000.0)
        self.m_viewProjection.translate(0, 0, -4)

    def releaseSwapChain(self):
        if self.m_hasSwapChain:
            self.m_hasSwapChain = False
            self.m_sc.destroy()

    def render(self):
        if not self.m_hasSwapChain or self.m_notExposed:
            return

        # If the window got resized or newly exposed, resize the swapchain.
        # (the newly-exposed case is not actually required by some platforms,
        # but is here for robustness and portability)
        #
        # This (exposeEvent + the logic here) is the only safe way to perform
        # resize handling. Note the usage of the RHI's surfacePixelSize(), and
        # never QWindow::size(). (the two may or may not be the same under the
        # hood, # depending on the backend and platform)
        if self.m_sc.currentPixelSize() != self.m_sc.surfacePixelSize() or self.m_newlyExposed:
            self.resizeSwapChain()
            if not self.m_hasSwapChain:
                return
            self.m_newlyExposed = False

        result = self.m_rhi.beginFrame(self.m_sc)
        if result == QRhi.FrameOpSwapChainOutOfDate:
            self.resizeSwapChain()
            if not self.m_hasSwapChain:
                return
            result = self.m_rhi.beginFrame(self.m_sc)

        if result != QRhi.FrameOpSuccess:
            qWarning(f"beginFrame failed with {result}, will retry")
            self.requestUpdate()
            return

        self.customRender()

        self.m_rhi.endFrame(self.m_sc)

        # Always request the next frame via requestUpdate(). On some platforms
        # this is backed by a platform-specific solution, e.g. CVDisplayLink
        # on macOS, which is potentially more efficient than a timer,
        # queued metacalls, etc.
        self.requestUpdate()


class HelloWindow(RhiWindow):

    def __init__(self, graphicsApi):
        super().__init__(graphicsApi)
        self.m_vbuf = None
        self.m_ubuf = None
        self.m_texture = None
        self.m_sampler = None
        self.m_colorTriSrb = None
        self.m_colorPipeline = None
        self.m_fullscreenQuadSrb = None
        self.m_fullscreenQuadPipeline = None
        self.m_initialUpdates = None

        self.m_rotation = 0
        self.m_opacity = 1
        self.m_opacityDir = -1

    def ensureFullscreenTexture(self, pixelSize, u):
        if self.m_texture and self.m_texture.pixelSize() == pixelSize:
            return

        if not self.m_texture:
            self.m_texture = self.m_rhi.newTexture(QRhiTexture.RGBA8, pixelSize)
        else:
            self.m_texture.setPixelSize(pixelSize)
        self.m_texture.create()
        image = QImage(pixelSize, QImage.Format_RGBA8888_Premultiplied)
        with QPainter(image) as painter:
            painter.fillRect(QRectF(QPointF(0, 0), pixelSize),
                             QColor.fromRgbF(0.4, 0.7, 0.0, 1.0))
            painter.setPen(Qt.transparent)
            painter.setBrush(QGradient(QGradient.DeepBlue))
            painter.drawRoundedRect(QRectF(QPointF(20, 20), pixelSize - QSize(40, 40)),
                                    16, 16)
            painter.setPen(Qt.black)
            font = QFont()
            font.setPixelSize(0.05 * min(pixelSize.width(), pixelSize.height()))
            painter.setFont(font)
            name = self.graphicsApiName()
            t = (f"Rendering with QRhi to a resizable QWindow.\nThe 3D API is {name}."
                 "\nUse the command-line options to choose a different API.")
            painter.drawText(QRectF(QPointF(60, 60), pixelSize - QSize(120, 120)), 0, t)

        if self.m_rhi.isYUpInNDC():
            image = image.mirrored()

        u.uploadTexture(self.m_texture, image)

    def customInit(self):
        self.m_initialUpdates = self.m_rhi.nextResourceUpdateBatch()

        vertex_size = 4 * VERTEX_DATA.size
        self.m_vbuf = self.m_rhi.newBuffer(QRhiBuffer.Immutable, QRhiBuffer.VertexBuffer,
                                           vertex_size)
        self.m_vbuf.create()
        self.m_initialUpdates.uploadStaticBuffer(self.m_vbuf,
                                                 VoidPtr(VERTEX_DATA.tobytes(), vertex_size))

        self.m_ubuf = self.m_rhi.newBuffer(QRhiBuffer.Dynamic,
                                           QRhiBuffer.UniformBuffer, UBUF_SIZE)
        self.m_ubuf.create()

        self.ensureFullscreenTexture(self.m_sc.surfacePixelSize(), self.m_initialUpdates)

        self.m_sampler = self.m_rhi.newSampler(QRhiSampler.Linear, QRhiSampler.Linear,
                                               QRhiSampler.None_,
                                               QRhiSampler.ClampToEdge, QRhiSampler.ClampToEdge)
        self.m_sampler.create()

        self.m_colorTriSrb = self.m_rhi.newShaderResourceBindings()
        visibility = (QRhiShaderResourceBinding.VertexStage
                      | QRhiShaderResourceBinding.FragmentStage)
        bindings = [
            QRhiShaderResourceBinding.uniformBuffer(0, visibility, self.m_ubuf)
        ]
        self.m_colorTriSrb.setBindings(bindings)
        self.m_colorTriSrb.create()

        self.m_colorPipeline = self.m_rhi.newGraphicsPipeline()
        # Enable depth testing; not quite needed for a simple triangle, but we
        # have a depth-stencil buffer so why not.
        self.m_colorPipeline.setDepthTest(True)
        self.m_colorPipeline.setDepthWrite(True)
        # Blend factors default to One, OneOneMinusSrcAlpha, which is convenient.
        premulAlphaBlend = QRhiGraphicsPipeline.TargetBlend()
        premulAlphaBlend.enable = True
        self.m_colorPipeline.setTargetBlends([premulAlphaBlend])
        stages = [
            QRhiShaderStage(QRhiShaderStage.Vertex, getShader(":/color.vert.qsb")),
            QRhiShaderStage(QRhiShaderStage.Fragment, getShader(":/color.frag.qsb"))
        ]
        self.m_colorPipeline.setShaderStages(stages)
        inputLayout = QRhiVertexInputLayout()
        input_bindings = [QRhiVertexInputBinding(5 * 4)]  # sizeof(float)
        inputLayout.setBindings(input_bindings)
        attributes = [
            QRhiVertexInputAttribute(0, 0, QRhiVertexInputAttribute.Float2, 0),
            QRhiVertexInputAttribute(0, 1, QRhiVertexInputAttribute.Float3, 2 * 4)]  # sizeof(float)
        inputLayout.setAttributes(attributes)
        self.m_colorPipeline.setVertexInputLayout(inputLayout)
        self.m_colorPipeline.setShaderResourceBindings(self.m_colorTriSrb)
        self.m_colorPipeline.setRenderPassDescriptor(self.m_rp)
        self.m_colorPipeline.create()

        self.m_fullscreenQuadSrb = self.m_rhi.newShaderResourceBindings()
        bindings = [
            QRhiShaderResourceBinding.sampledTexture(0, QRhiShaderResourceBinding.FragmentStage,
                                                     self.m_texture, self.m_sampler)
        ]
        self.m_fullscreenQuadSrb.setBindings(bindings)
        self.m_fullscreenQuadSrb.create()

        self.m_fullscreenQuadPipeline = self.m_rhi.newGraphicsPipeline()
        stages = [
            QRhiShaderStage(QRhiShaderStage.Vertex, getShader(":/quad.vert.qsb")),
            QRhiShaderStage(QRhiShaderStage.Fragment, getShader(":/quad.frag.qsb"))
        ]
        self.m_fullscreenQuadPipeline.setShaderStages(stages)
        layout = QRhiVertexInputLayout()
        self.m_fullscreenQuadPipeline.setVertexInputLayout(layout)
        self.m_fullscreenQuadPipeline.setShaderResourceBindings(self.m_fullscreenQuadSrb)
        self.m_fullscreenQuadPipeline.setRenderPassDescriptor(self.m_rp)
        self.m_fullscreenQuadPipeline.create()

    def customRender(self):
        resourceUpdates = self.m_rhi.nextResourceUpdateBatch()

        if self.m_initialUpdates:
            resourceUpdates.merge(self.m_initialUpdates)
            self.m_initialUpdates = None

        self.m_rotation += 1.0
        modelViewProjection = self.m_viewProjection
        modelViewProjection.rotate(self.m_rotation, 0, 1, 0)
        projection = numpy.array(modelViewProjection.data(),
                                 dtype=numpy.float32)
        resourceUpdates.updateDynamicBuffer(self.m_ubuf, 0, 64,
                                            projection.tobytes())

        self.m_opacity += self.m_opacityDir * 0.005
        if self.m_opacity < 0.0 or self.m_opacity > 1.0:
            self.m_opacityDir *= -1
            self.m_opacity = max(0.0, min(1.0, self.m_opacity))

        opacity = numpy.array([self.m_opacity], dtype=numpy.float32)
        resourceUpdates.updateDynamicBuffer(self.m_ubuf, 64, 4,
                                            opacity.tobytes())

        cb = self.m_sc.currentFrameCommandBuffer()
        outputSizeInPixels = self.m_sc.currentPixelSize()

        # (re)create the texture with a size matching the output surface size,
        # when necessary.
        self.ensureFullscreenTexture(outputSizeInPixels, resourceUpdates)

        cv = QRhiDepthStencilClearValue(1.0, 0)
        cb.beginPass(self.m_sc.currentFrameRenderTarget(), Qt.black,
                     cv, resourceUpdates)

        cb.setGraphicsPipeline(self.m_fullscreenQuadPipeline)
        viewport = QRhiViewport(0, 0, outputSizeInPixels.width(),
                                outputSizeInPixels.height())
        cb.setViewport(viewport)
        cb.setShaderResources()
        cb.draw(3)

        cb.setGraphicsPipeline(self.m_colorPipeline)
        cb.setShaderResources()
        vbufBinding = (self.m_vbuf, 0)
        cb.setVertexInput(0, [vbufBinding])
        cb.draw(3)
        cb.endPass()
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
  <file alias="color.vert.qsb">shaders/prebuilt/color.vert.qsb</file>
  <file alias="color.frag.qsb">shaders/prebuilt/color.frag.qsb</file>
  <file alias="quad.vert.qsb">shaders/prebuilt/quad.vert.qsb</file>
  <file alias="quad.frag.qsb">shaders/prebuilt/quad.frag.qsb</file>
</qresource>
</RCC>
#version 440

layout(location = 0) in vec3 v_color;

layout(location = 0) out vec4 fragColor;

layout(std140, binding = 0) uniform buf {
    mat4 mvp;
    float opacity;
};

void main()
{
    fragColor = vec4(v_color * opacity, opacity);
}
#version 440

layout(location = 0) in vec4 position;
layout(location = 1) in vec3 color;

layout(location = 0) out vec3 v_color;

layout(std140, binding = 0) uniform buf {
    mat4 mvp;
    float opacity;
};

void main()
{
    v_color = color;
    gl_Position = mvp * position;
}
#version 440

layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2D tex;

void main()
{
    vec4 c = texture(tex, v_uv);
    fragColor = vec4(c.rgb * c.a, c.a);
}
#version 440

layout (location = 0) out vec2 v_uv;

void main()
{
    // https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/
    v_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
    gl_Position = vec4(v_uv * 2.0 - 1.0, 0.0, 1.0);
}