c72b821b59
Features a little bit more than a cube, though. Change-Id: I636d4875ba9ccf722ed3caab97f14570be785748 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
159 lines
5.2 KiB
C++
159 lines
5.2 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef RENDERER_H
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#define RENDERER_H
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#include "vulkanwindow.h"
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#include "mesh.h"
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#include "shader.h"
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#include "camera.h"
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#include <QFutureWatcher>
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#include <QMutex>
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class Renderer : public QVulkanWindowRenderer
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{
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public:
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Renderer(VulkanWindow *w, int initialCount);
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void preInitResources() override;
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void initResources() override;
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void initSwapChainResources() override;
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void releaseSwapChainResources() override;
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void releaseResources() override;
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void startNextFrame() override;
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bool animating() const { return m_animating; }
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void setAnimating(bool a) { m_animating = a; }
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int instanceCount() const { return m_instCount; }
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void addNew();
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void yaw(float degrees);
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void pitch(float degrees);
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void walk(float amount);
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void strafe(float amount);
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void setUseLogo(bool b);
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private:
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void createPipelines();
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void createItemPipeline();
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void createFloorPipeline();
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void ensureBuffers();
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void ensureInstanceBuffer();
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void getMatrices(QMatrix4x4 *mvp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos);
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void writeFragUni(quint8 *p, const QVector3D &eyePos);
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void buildFrame();
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void buildDrawCallsForItems();
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void buildDrawCallsForFloor();
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void markViewProjDirty() { m_vpDirty = m_window->concurrentFrameCount(); }
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VulkanWindow *m_window;
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QVulkanDeviceFunctions *m_devFuncs;
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bool m_useLogo = false;
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Mesh m_blockMesh;
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Mesh m_logoMesh;
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VkBuffer m_blockVertexBuf = VK_NULL_HANDLE;
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VkBuffer m_logoVertexBuf = VK_NULL_HANDLE;
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struct {
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VkDeviceSize vertUniSize;
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VkDeviceSize fragUniSize;
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VkDeviceSize uniMemStartOffset;
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Shader vs;
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Shader fs;
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VkDescriptorPool descPool = VK_NULL_HANDLE;
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VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
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VkDescriptorSet descSet;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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VkPipeline pipeline = VK_NULL_HANDLE;
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} m_itemMaterial;
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VkBuffer m_floorVertexBuf = VK_NULL_HANDLE;
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struct {
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Shader vs;
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Shader fs;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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VkPipeline pipeline = VK_NULL_HANDLE;
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} m_floorMaterial;
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VkDeviceMemory m_bufMem = VK_NULL_HANDLE;
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VkBuffer m_uniBuf = VK_NULL_HANDLE;
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VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
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QFuture<void> m_pipelinesFuture;
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QVector3D m_lightPos;
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Camera m_cam;
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QMatrix4x4 m_proj;
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int m_vpDirty = 0;
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QMatrix4x4 m_floorModel;
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bool m_animating;
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float m_rotation = 0.0f;
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int m_instCount;
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int m_preparedInstCount = 0;
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QByteArray m_instData;
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VkBuffer m_instBuf = VK_NULL_HANDLE;
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VkDeviceMemory m_instBufMem = VK_NULL_HANDLE;
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QFutureWatcher<void> m_frameWatcher;
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bool m_framePending;
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QMutex m_guiMutex;
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};
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#endif
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