qt5base-lts/examples/vulkan/hellovulkancubes/renderer.h

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/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:BSD$
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** as follows:
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** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
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#ifndef RENDERER_H
#define RENDERER_H
#include "vulkanwindow.h"
#include "mesh.h"
#include "shader.h"
#include "camera.h"
#include <QFutureWatcher>
#include <QMutex>
class Renderer : public QVulkanWindowRenderer
{
public:
Renderer(VulkanWindow *w, int initialCount);
void preInitResources() override;
void initResources() override;
void initSwapChainResources() override;
void releaseSwapChainResources() override;
void releaseResources() override;
void startNextFrame() override;
bool animating() const { return m_animating; }
void setAnimating(bool a) { m_animating = a; }
int instanceCount() const { return m_instCount; }
void addNew();
void yaw(float degrees);
void pitch(float degrees);
void walk(float amount);
void strafe(float amount);
void setUseLogo(bool b);
private:
void createPipelines();
void createItemPipeline();
void createFloorPipeline();
void ensureBuffers();
void ensureInstanceBuffer();
void getMatrices(QMatrix4x4 *mvp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos);
void writeFragUni(quint8 *p, const QVector3D &eyePos);
void buildFrame();
void buildDrawCallsForItems();
void buildDrawCallsForFloor();
void markViewProjDirty() { m_vpDirty = m_window->concurrentFrameCount(); }
VulkanWindow *m_window;
QVulkanDeviceFunctions *m_devFuncs;
bool m_useLogo = false;
Mesh m_blockMesh;
Mesh m_logoMesh;
VkBuffer m_blockVertexBuf = VK_NULL_HANDLE;
VkBuffer m_logoVertexBuf = VK_NULL_HANDLE;
struct {
VkDeviceSize vertUniSize;
VkDeviceSize fragUniSize;
VkDeviceSize uniMemStartOffset;
Shader vs;
Shader fs;
VkDescriptorPool descPool = VK_NULL_HANDLE;
VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
VkDescriptorSet descSet;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
} m_itemMaterial;
VkBuffer m_floorVertexBuf = VK_NULL_HANDLE;
struct {
Shader vs;
Shader fs;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
} m_floorMaterial;
VkDeviceMemory m_bufMem = VK_NULL_HANDLE;
VkBuffer m_uniBuf = VK_NULL_HANDLE;
VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
QFuture<void> m_pipelinesFuture;
QVector3D m_lightPos;
Camera m_cam;
QMatrix4x4 m_proj;
int m_vpDirty = 0;
QMatrix4x4 m_floorModel;
bool m_animating;
float m_rotation = 0.0f;
int m_instCount;
int m_preparedInstCount = 0;
QByteArray m_instData;
VkBuffer m_instBuf = VK_NULL_HANDLE;
VkDeviceMemory m_instBufMem = VK_NULL_HANDLE;
QFutureWatcher<void> m_frameWatcher;
bool m_framePending;
QMutex m_guiMutex;
};
#endif