05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
112 lines
2.9 KiB
C++
112 lines
2.9 KiB
C++
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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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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