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-rw-r--r--examples/vulkan/hellovulkancubes/renderer.cpp1048
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diff --git a/examples/vulkan/hellovulkancubes/renderer.cpp b/examples/vulkan/hellovulkancubes/renderer.cpp
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--- /dev/null
+++ b/examples/vulkan/hellovulkancubes/renderer.cpp
@@ -0,0 +1,1048 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "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
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "renderer.h"
+#include <QVulkanFunctions>
+#include <QtConcurrentRun>
+#include <QTime>
+
+static float quadVert[] = {
+ -1, -1, 0,
+ -1, 1, 0,
+ 1, -1, 0,
+ 1, 1, 0
+};
+
+#define DBG Q_UNLIKELY(m_window->isDebugEnabled())
+
+const int MAX_INSTANCES = 16384;
+const VkDeviceSize PER_INSTANCE_DATA_SIZE = 6 * sizeof(float); // instTranslate, instDiffuseAdjust
+
+static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
+{
+ return (v + byteAlign - 1) & ~(byteAlign - 1);
+}
+
+Renderer::Renderer(VulkanWindow *w, int initialCount)
+ : m_window(w),
+ // Have the light positioned just behind the default camera position, looking forward.
+ m_lightPos(0.0f, 0.0f, 25.0f),
+ m_cam(QVector3D(0.0f, 0.0f, 20.0f)), // starting camera position
+ m_instCount(initialCount)
+{
+ qsrand(QTime(0, 0, 0).secsTo(QTime::currentTime()));
+
+ m_floorModel.translate(0, -5, 0);
+ m_floorModel.rotate(-90, 1, 0, 0);
+ m_floorModel.scale(20, 100, 1);
+
+ m_blockMesh.load(QStringLiteral(":/block.buf"));
+ m_logoMesh.load(QStringLiteral(":/qt_logo.buf"));
+
+ QObject::connect(&m_frameWatcher, &QFutureWatcherBase::finished, [this] {
+ if (m_framePending) {
+ m_framePending = false;
+ m_window->frameReady();
+ m_window->requestUpdate();
+ }
+ });
+}
+
+void Renderer::preInitResources()
+{
+ const QVector<int> sampleCounts = m_window->supportedSampleCounts();
+ if (DBG)
+ qDebug() << "Supported sample counts:" << sampleCounts;
+ if (sampleCounts.contains(4)) {
+ if (DBG)
+ qDebug("Requesting 4x MSAA");
+ m_window->setSampleCount(4);
+ }
+}
+
+void Renderer::initResources()
+{
+ if (DBG)
+ qDebug("Renderer init");
+
+ m_animating = true;
+ m_framePending = false;
+
+ QVulkanInstance *inst = m_window->vulkanInstance();
+ VkDevice dev = m_window->device();
+ const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
+ const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
+
+ m_devFuncs = inst->deviceFunctions(dev);
+
+ // Note the std140 packing rules. A vec3 still has an alignment of 16,
+ // while a mat3 is like 3 * vec3.
+ m_itemMaterial.vertUniSize = aligned(2 * 64 + 48, uniAlign); // see color_phong.vert
+ m_itemMaterial.fragUniSize = aligned(6 * 16 + 12 + 2 * 4, uniAlign); // see color_phong.frag
+
+ if (!m_itemMaterial.vs.isValid())
+ m_itemMaterial.vs.load(inst, dev, QStringLiteral(":/color_phong_vert.spv"));
+ if (!m_itemMaterial.fs.isValid())
+ m_itemMaterial.fs.load(inst, dev, QStringLiteral(":/color_phong_frag.spv"));
+
+ if (!m_floorMaterial.vs.isValid())
+ m_floorMaterial.vs.load(inst, dev, QStringLiteral(":/color_vert.spv"));
+ if (!m_floorMaterial.fs.isValid())
+ m_floorMaterial.fs.load(inst, dev, QStringLiteral(":/color_frag.spv"));
+
+ m_pipelinesFuture = QtConcurrent::run(this, &Renderer::createPipelines);
+}
+
+void Renderer::createPipelines()
+{
+ VkDevice dev = m_window->device();
+
+ VkPipelineCacheCreateInfo pipelineCacheInfo;
+ memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
+ pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
+ VkResult err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create pipeline cache: %d", err);
+
+ createItemPipeline();
+ createFloorPipeline();
+}
+
+void Renderer::createItemPipeline()
+{
+ VkDevice dev = m_window->device();
+
+ // Vertex layout.
+ VkVertexInputBindingDescription vertexBindingDesc[] = {
+ {
+ 0, // binding
+ 8 * sizeof(float),
+ VK_VERTEX_INPUT_RATE_VERTEX
+ },
+ {
+ 1,
+ 6 * sizeof(float),
+ VK_VERTEX_INPUT_RATE_INSTANCE
+ }
+ };
+ VkVertexInputAttributeDescription vertexAttrDesc[] = {
+ { // position
+ 0, // location
+ 0, // binding
+ VK_FORMAT_R32G32B32_SFLOAT,
+ 0 // offset
+ },
+ { // normal
+ 1,
+ 0,
+ VK_FORMAT_R32G32B32_SFLOAT,
+ 5 * sizeof(float)
+ },
+ { // instTranslate
+ 2,
+ 1,
+ VK_FORMAT_R32G32B32_SFLOAT,
+ 0
+ },
+ { // instDiffuseAdjust
+ 3,
+ 1,
+ VK_FORMAT_R32G32B32_SFLOAT,
+ 3 * sizeof(float)
+ }
+ };
+
+ VkPipelineVertexInputStateCreateInfo vertexInputInfo;
+ vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertexInputInfo.pNext = nullptr;
+ vertexInputInfo.flags = 0;
+ vertexInputInfo.vertexBindingDescriptionCount = sizeof(vertexBindingDesc) / sizeof(vertexBindingDesc[0]);
+ vertexInputInfo.pVertexBindingDescriptions = vertexBindingDesc;
+ vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
+ vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
+
+ // Descriptor set layout.
+ VkDescriptorPoolSize descPoolSizes[] = {
+ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2 }
+ };
+ VkDescriptorPoolCreateInfo descPoolInfo;
+ memset(&descPoolInfo, 0, sizeof(descPoolInfo));
+ descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ descPoolInfo.maxSets = 1; // a single set is enough due to the dynamic uniform buffer
+ descPoolInfo.poolSizeCount = sizeof(descPoolSizes) / sizeof(descPoolSizes[0]);
+ descPoolInfo.pPoolSizes = descPoolSizes;
+ VkResult err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_itemMaterial.descPool);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create descriptor pool: %d", err);
+
+ VkDescriptorSetLayoutBinding layoutBindings[] =
+ {
+ {
+ 0, // binding
+ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
+ 1, // descriptorCount
+ VK_SHADER_STAGE_VERTEX_BIT,
+ nullptr
+ },
+ {
+ 1,
+ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
+ 1,
+ VK_SHADER_STAGE_FRAGMENT_BIT,
+ nullptr
+ }
+ };
+ VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
+ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
+ nullptr,
+ 0,
+ sizeof(layoutBindings) / sizeof(layoutBindings[0]),
+ layoutBindings
+ };
+ err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_itemMaterial.descSetLayout);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create descriptor set layout: %d", err);
+
+ VkDescriptorSetAllocateInfo descSetAllocInfo = {
+ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
+ nullptr,
+ m_itemMaterial.descPool,
+ 1,
+ &m_itemMaterial.descSetLayout
+ };
+ err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_itemMaterial.descSet);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to allocate descriptor set: %d", err);
+
+ // Graphics pipeline.
+ VkPipelineLayoutCreateInfo pipelineLayoutInfo;
+ memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
+ pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ pipelineLayoutInfo.setLayoutCount = 1;
+ pipelineLayoutInfo.pSetLayouts = &m_itemMaterial.descSetLayout;
+
+ err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_itemMaterial.pipelineLayout);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create pipeline layout: %d", err);
+
+ VkGraphicsPipelineCreateInfo pipelineInfo;
+ memset(&pipelineInfo, 0, sizeof(pipelineInfo));
+ pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+
+ VkPipelineShaderStageCreateInfo shaderStages[2] = {
+ {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ nullptr,
+ 0,
+ VK_SHADER_STAGE_VERTEX_BIT,
+ m_itemMaterial.vs.data()->shaderModule,
+ "main",
+ nullptr
+ },
+ {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ nullptr,
+ 0,
+ VK_SHADER_STAGE_FRAGMENT_BIT,
+ m_itemMaterial.fs.data()->shaderModule,
+ "main",
+ nullptr
+ }
+ };
+ pipelineInfo.stageCount = 2;
+ pipelineInfo.pStages = shaderStages;
+
+ pipelineInfo.pVertexInputState = &vertexInputInfo;
+
+ VkPipelineInputAssemblyStateCreateInfo ia;
+ memset(&ia, 0, sizeof(ia));
+ ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+ pipelineInfo.pInputAssemblyState = &ia;
+
+ VkPipelineViewportStateCreateInfo vp;
+ memset(&vp, 0, sizeof(vp));
+ vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ vp.viewportCount = 1;
+ vp.scissorCount = 1;
+ pipelineInfo.pViewportState = &vp;
+
+ VkPipelineRasterizationStateCreateInfo rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rs.polygonMode = VK_POLYGON_MODE_FILL;
+ rs.cullMode = VK_CULL_MODE_BACK_BIT;
+ rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rs.lineWidth = 1.0f;
+ pipelineInfo.pRasterizationState = &rs;
+
+ VkPipelineMultisampleStateCreateInfo ms;
+ memset(&ms, 0, sizeof(ms));
+ ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms.rasterizationSamples = m_window->sampleCountFlagBits();
+ pipelineInfo.pMultisampleState = &ms;
+
+ VkPipelineDepthStencilStateCreateInfo ds;
+ memset(&ds, 0, sizeof(ds));
+ ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ ds.depthTestEnable = VK_TRUE;
+ ds.depthWriteEnable = VK_TRUE;
+ ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
+ pipelineInfo.pDepthStencilState = &ds;
+
+ VkPipelineColorBlendStateCreateInfo cb;
+ memset(&cb, 0, sizeof(cb));
+ cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ VkPipelineColorBlendAttachmentState att;
+ memset(&att, 0, sizeof(att));
+ att.colorWriteMask = 0xF;
+ cb.attachmentCount = 1;
+ cb.pAttachments = &att;
+ pipelineInfo.pColorBlendState = &cb;
+
+ VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dyn;
+ memset(&dyn, 0, sizeof(dyn));
+ dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
+ dyn.pDynamicStates = dynEnable;
+ pipelineInfo.pDynamicState = &dyn;
+
+ pipelineInfo.layout = m_itemMaterial.pipelineLayout;
+ pipelineInfo.renderPass = m_window->defaultRenderPass();
+
+ err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_itemMaterial.pipeline);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create graphics pipeline: %d", err);
+}
+
+void Renderer::createFloorPipeline()
+{
+ VkDevice dev = m_window->device();
+
+ // Vertex layout.
+ VkVertexInputBindingDescription vertexBindingDesc = {
+ 0, // binding
+ 3 * sizeof(float),
+ VK_VERTEX_INPUT_RATE_VERTEX
+ };
+ VkVertexInputAttributeDescription vertexAttrDesc[] = {
+ { // position
+ 0, // location
+ 0, // binding
+ VK_FORMAT_R32G32B32_SFLOAT,
+ 0 // offset
+ },
+ };
+
+ VkPipelineVertexInputStateCreateInfo vertexInputInfo;
+ vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertexInputInfo.pNext = nullptr;
+ vertexInputInfo.flags = 0;
+ vertexInputInfo.vertexBindingDescriptionCount = 1;
+ vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
+ vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
+ vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
+
+ // Do not bother with uniform buffers and descriptors, all the data fits
+ // into the spec mandated minimum of 128 bytes for push constants.
+ VkPushConstantRange pcr[] = {
+ // mvp
+ {
+ VK_SHADER_STAGE_VERTEX_BIT,
+ 0,
+ 64
+ },
+ // color
+ {
+ VK_SHADER_STAGE_FRAGMENT_BIT,
+ 64,
+ 12
+ }
+ };
+
+ VkPipelineLayoutCreateInfo pipelineLayoutInfo;
+ memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
+ pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ pipelineLayoutInfo.pushConstantRangeCount = sizeof(pcr) / sizeof(pcr[0]);
+ pipelineLayoutInfo.pPushConstantRanges = pcr;
+
+ VkResult err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_floorMaterial.pipelineLayout);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create pipeline layout: %d", err);
+
+ VkGraphicsPipelineCreateInfo pipelineInfo;
+ memset(&pipelineInfo, 0, sizeof(pipelineInfo));
+ pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+
+ VkPipelineShaderStageCreateInfo shaderStages[2] = {
+ {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ nullptr,
+ 0,
+ VK_SHADER_STAGE_VERTEX_BIT,
+ m_floorMaterial.vs.data()->shaderModule,
+ "main",
+ nullptr
+ },
+ {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ nullptr,
+ 0,
+ VK_SHADER_STAGE_FRAGMENT_BIT,
+ m_floorMaterial.fs.data()->shaderModule,
+ "main",
+ nullptr
+ }
+ };
+ pipelineInfo.stageCount = 2;
+ pipelineInfo.pStages = shaderStages;
+
+ pipelineInfo.pVertexInputState = &vertexInputInfo;
+
+ VkPipelineInputAssemblyStateCreateInfo ia;
+ memset(&ia, 0, sizeof(ia));
+ ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
+ pipelineInfo.pInputAssemblyState = &ia;
+
+ VkPipelineViewportStateCreateInfo vp;
+ memset(&vp, 0, sizeof(vp));
+ vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ vp.viewportCount = 1;
+ vp.scissorCount = 1;
+ pipelineInfo.pViewportState = &vp;
+
+ VkPipelineRasterizationStateCreateInfo rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rs.polygonMode = VK_POLYGON_MODE_FILL;
+ rs.cullMode = VK_CULL_MODE_BACK_BIT;
+ rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
+ rs.lineWidth = 1.0f;
+ pipelineInfo.pRasterizationState = &rs;
+
+ VkPipelineMultisampleStateCreateInfo ms;
+ memset(&ms, 0, sizeof(ms));
+ ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms.rasterizationSamples = m_window->sampleCountFlagBits();
+ pipelineInfo.pMultisampleState = &ms;
+
+ VkPipelineDepthStencilStateCreateInfo ds;
+ memset(&ds, 0, sizeof(ds));
+ ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ ds.depthTestEnable = VK_TRUE;
+ ds.depthWriteEnable = VK_TRUE;
+ ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
+ pipelineInfo.pDepthStencilState = &ds;
+
+ VkPipelineColorBlendStateCreateInfo cb;
+ memset(&cb, 0, sizeof(cb));
+ cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ VkPipelineColorBlendAttachmentState att;
+ memset(&att, 0, sizeof(att));
+ att.colorWriteMask = 0xF;
+ cb.attachmentCount = 1;
+ cb.pAttachments = &att;
+ pipelineInfo.pColorBlendState = &cb;
+
+ VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dyn;
+ memset(&dyn, 0, sizeof(dyn));
+ dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
+ dyn.pDynamicStates = dynEnable;
+ pipelineInfo.pDynamicState = &dyn;
+
+ pipelineInfo.layout = m_floorMaterial.pipelineLayout;
+ pipelineInfo.renderPass = m_window->defaultRenderPass();
+
+ err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_floorMaterial.pipeline);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create graphics pipeline: %d", err);
+}
+
+void Renderer::initSwapChainResources()
+{
+ m_proj = m_window->clipCorrectionMatrix();
+ const QSize sz = m_window->swapChainImageSize();
+ m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 1000.0f);
+ markViewProjDirty();
+}
+
+void Renderer::releaseSwapChainResources()
+{
+ // It is important to finish the pending frame right here since this is the
+ // last opportunity to act with all resources intact.
+ m_frameWatcher.waitForFinished();
+ // Cannot count on the finished() signal being emitted before returning
+ // from here.
+ if (m_framePending) {
+ m_framePending = false;
+ m_window->frameReady();
+ }
+}
+
+void Renderer::releaseResources()
+{
+ if (DBG)
+ qDebug("Renderer release");
+
+ m_pipelinesFuture.waitForFinished();
+
+ VkDevice dev = m_window->device();
+
+ if (m_itemMaterial.descSetLayout) {
+ m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_itemMaterial.descSetLayout, nullptr);
+ m_itemMaterial.descSetLayout = VK_NULL_HANDLE;
+ }
+
+ if (m_itemMaterial.descPool) {
+ m_devFuncs->vkDestroyDescriptorPool(dev, m_itemMaterial.descPool, nullptr);
+ m_itemMaterial.descPool = VK_NULL_HANDLE;
+ }
+
+ if (m_itemMaterial.pipeline) {
+ m_devFuncs->vkDestroyPipeline(dev, m_itemMaterial.pipeline, nullptr);
+ m_itemMaterial.pipeline = VK_NULL_HANDLE;
+ }
+
+ if (m_itemMaterial.pipelineLayout) {
+ m_devFuncs->vkDestroyPipelineLayout(dev, m_itemMaterial.pipelineLayout, nullptr);
+ m_itemMaterial.pipelineLayout = VK_NULL_HANDLE;
+ }
+
+ if (m_floorMaterial.pipeline) {
+ m_devFuncs->vkDestroyPipeline(dev, m_floorMaterial.pipeline, nullptr);
+ m_floorMaterial.pipeline = VK_NULL_HANDLE;
+ }
+
+ if (m_floorMaterial.pipelineLayout) {
+ m_devFuncs->vkDestroyPipelineLayout(dev, m_floorMaterial.pipelineLayout, nullptr);
+ m_floorMaterial.pipelineLayout = VK_NULL_HANDLE;
+ }
+
+ if (m_pipelineCache) {
+ m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
+ m_pipelineCache = VK_NULL_HANDLE;
+ }
+
+ if (m_blockVertexBuf) {
+ m_devFuncs->vkDestroyBuffer(dev, m_blockVertexBuf, nullptr);
+ m_blockVertexBuf = VK_NULL_HANDLE;
+ }
+
+ if (m_logoVertexBuf) {
+ m_devFuncs->vkDestroyBuffer(dev, m_logoVertexBuf, nullptr);
+ m_logoVertexBuf = VK_NULL_HANDLE;
+ }
+
+ if (m_floorVertexBuf) {
+ m_devFuncs->vkDestroyBuffer(dev, m_floorVertexBuf, nullptr);
+ m_floorVertexBuf = VK_NULL_HANDLE;
+ }
+
+ if (m_uniBuf) {
+ m_devFuncs->vkDestroyBuffer(dev, m_uniBuf, nullptr);
+ m_uniBuf = VK_NULL_HANDLE;
+ }
+
+ if (m_bufMem) {
+ m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
+ m_bufMem = VK_NULL_HANDLE;
+ }
+
+ if (m_instBuf) {
+ m_devFuncs->vkDestroyBuffer(dev, m_instBuf, nullptr);
+ m_instBuf = VK_NULL_HANDLE;
+ }
+
+ if (m_instBufMem) {
+ m_devFuncs->vkFreeMemory(dev, m_instBufMem, nullptr);
+ m_instBufMem = VK_NULL_HANDLE;
+ }
+
+ if (m_itemMaterial.vs.isValid()) {
+ m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.vs.data()->shaderModule, nullptr);
+ m_itemMaterial.vs.reset();
+ }
+ if (m_itemMaterial.fs.isValid()) {
+ m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.fs.data()->shaderModule, nullptr);
+ m_itemMaterial.fs.reset();
+ }
+
+ if (m_floorMaterial.vs.isValid()) {
+ m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.vs.data()->shaderModule, nullptr);
+ m_floorMaterial.vs.reset();
+ }
+ if (m_floorMaterial.fs.isValid()) {
+ m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.fs.data()->shaderModule, nullptr);
+ m_floorMaterial.fs.reset();
+ }
+}
+
+void Renderer::ensureBuffers()
+{
+ if (m_blockVertexBuf)
+ return;
+
+ VkDevice dev = m_window->device();
+ const int concurrentFrameCount = m_window->concurrentFrameCount();
+
+ // Vertex buffer for the block.
+ VkBufferCreateInfo bufInfo;
+ memset(&bufInfo, 0, sizeof(bufInfo));
+ bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ const int blockMeshByteCount = m_blockMesh.data()->vertexCount * 8 * sizeof(float);
+ bufInfo.size = blockMeshByteCount;
+ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
+ VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_blockVertexBuf);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create vertex buffer: %d", err);
+
+ VkMemoryRequirements blockVertMemReq;
+ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_blockVertexBuf, &blockVertMemReq);
+
+ // Vertex buffer for the logo.
+ const int logoMeshByteCount = m_logoMesh.data()->vertexCount * 8 * sizeof(float);
+ bufInfo.size = logoMeshByteCount;
+ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
+ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_logoVertexBuf);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create vertex buffer: %d", err);
+
+ VkMemoryRequirements logoVertMemReq;
+ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_logoVertexBuf, &logoVertMemReq);
+
+ // Vertex buffer for the floor.
+ bufInfo.size = sizeof(quadVert);
+ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_floorVertexBuf);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create vertex buffer: %d", err);
+
+ VkMemoryRequirements floorVertMemReq;
+ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_floorVertexBuf, &floorVertMemReq);
+
+ // Uniform buffer. Instead of using multiple descriptor sets, we take a
+ // different approach: have a single dynamic uniform buffer and specify the
+ // active-frame-specific offset at the time of binding the descriptor set.
+ bufInfo.size = (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize) * concurrentFrameCount;
+ bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
+ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_uniBuf);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create uniform buffer: %d", err);
+
+ VkMemoryRequirements uniMemReq;
+ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_uniBuf, &uniMemReq);
+
+ // Allocate memory for everything at once.
+ VkDeviceSize logoVertStartOffset = aligned(0 + blockVertMemReq.size, logoVertMemReq.alignment);
+ VkDeviceSize floorVertStartOffset = aligned(logoVertStartOffset + logoVertMemReq.size, floorVertMemReq.alignment);
+ m_itemMaterial.uniMemStartOffset = aligned(floorVertStartOffset + floorVertMemReq.size, uniMemReq.alignment);
+ VkMemoryAllocateInfo memAllocInfo = {
+ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
+ nullptr,
+ m_itemMaterial.uniMemStartOffset + uniMemReq.size,
+ m_window->hostVisibleMemoryIndex()
+ };
+ err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to allocate memory: %d", err);
+
+ err = m_devFuncs->vkBindBufferMemory(dev, m_blockVertexBuf, m_bufMem, 0);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to bind vertex buffer memory: %d", err);
+ err = m_devFuncs->vkBindBufferMemory(dev, m_logoVertexBuf, m_bufMem, logoVertStartOffset);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to bind vertex buffer memory: %d", err);
+ err = m_devFuncs->vkBindBufferMemory(dev, m_floorVertexBuf, m_bufMem, floorVertStartOffset);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to bind vertex buffer memory: %d", err);
+ err = m_devFuncs->vkBindBufferMemory(dev, m_uniBuf, m_bufMem, m_itemMaterial.uniMemStartOffset);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to bind uniform buffer memory: %d", err);
+
+ // Copy vertex data.
+ quint8 *p;
+ err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, m_itemMaterial.uniMemStartOffset, 0, reinterpret_cast<void **>(&p));
+ if (err != VK_SUCCESS)
+ qFatal("Failed to map memory: %d", err);
+ memcpy(p, m_blockMesh.data()->geom.constData(), blockMeshByteCount);
+ memcpy(p + logoVertStartOffset, m_logoMesh.data()->geom.constData(), logoMeshByteCount);
+ memcpy(p + floorVertStartOffset, quadVert, sizeof(quadVert));
+ m_devFuncs->vkUnmapMemory(dev, m_bufMem);
+
+ // Write descriptors for the uniform buffers in the vertex and fragment shaders.
+ VkDescriptorBufferInfo vertUni = { m_uniBuf, 0, m_itemMaterial.vertUniSize };
+ VkDescriptorBufferInfo fragUni = { m_uniBuf, m_itemMaterial.vertUniSize, m_itemMaterial.fragUniSize };
+
+ VkWriteDescriptorSet descWrite[2];
+ memset(descWrite, 0, sizeof(descWrite));
+ descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ descWrite[0].dstSet = m_itemMaterial.descSet;
+ descWrite[0].dstBinding = 0;
+ descWrite[0].descriptorCount = 1;
+ descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
+ descWrite[0].pBufferInfo = &vertUni;
+
+ descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ descWrite[1].dstSet = m_itemMaterial.descSet;
+ descWrite[1].dstBinding = 1;
+ descWrite[1].descriptorCount = 1;
+ descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
+ descWrite[1].pBufferInfo = &fragUni;
+
+ m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr);
+}
+
+void Renderer::ensureInstanceBuffer()
+{
+ if (m_instCount == m_preparedInstCount && m_instBuf)
+ return;
+
+ Q_ASSERT(m_instCount <= MAX_INSTANCES);
+
+ VkDevice dev = m_window->device();
+
+ // allocate only once, for the maximum instance count
+ if (!m_instBuf) {
+ VkBufferCreateInfo bufInfo;
+ memset(&bufInfo, 0, sizeof(bufInfo));
+ bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ bufInfo.size = MAX_INSTANCES * PER_INSTANCE_DATA_SIZE;
+ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
+
+ // Keep a copy of the data since we may lose all graphics resources on
+ // unexpose, and reinitializing to new random positions afterwards
+ // would not be nice.
+ m_instData.resize(bufInfo.size);
+
+ VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_instBuf);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to create instance buffer: %d", err);
+
+ VkMemoryRequirements memReq;
+ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_instBuf, &memReq);
+ if (DBG)
+ qDebug("Allocating %u bytes for instance data", uint32_t(memReq.size));
+
+ VkMemoryAllocateInfo memAllocInfo = {
+ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
+ nullptr,
+ memReq.size,
+ m_window->hostVisibleMemoryIndex()
+ };
+ err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_instBufMem);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to allocate memory: %d", err);
+
+ err = m_devFuncs->vkBindBufferMemory(dev, m_instBuf, m_instBufMem, 0);
+ if (err != VK_SUCCESS)
+ qFatal("Failed to bind instance buffer memory: %d", err);
+ }
+
+ if (m_instCount != m_preparedInstCount) {
+ if (DBG)
+ qDebug("Preparing instances %d..%d", m_preparedInstCount, m_instCount - 1);
+ char *p = m_instData.data();
+ p += m_preparedInstCount * PER_INSTANCE_DATA_SIZE;
+ auto gen = [](float a, float b) { return float((qrand() % int(b - a + 1)) + a); };
+ for (int i = m_preparedInstCount; i < m_instCount; ++i) {
+ // Apply a random translation to each instance of the mesh.
+ float t[] = { gen(-5, 5), gen(-4, 6), gen(-30, 5) };
+ memcpy(p, t, 12);
+ // Apply a random adjustment to the diffuse color for each instance. (default is 0.7)
+ float d[] = { gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f };
+ memcpy(p + 12, d, 12);
+ p += PER_INSTANCE_DATA_SIZE;
+ }
+ m_preparedInstCount = m_instCount;
+ }
+
+ quint8 *p;
+ VkResult err = m_devFuncs->vkMapMemory(dev, m_instBufMem, 0, m_instCount * PER_INSTANCE_DATA_SIZE, 0,
+ reinterpret_cast<void **>(&p));
+ if (err != VK_SUCCESS)
+ qFatal("Failed to map memory: %d", err);
+ memcpy(p, m_instData.constData(), m_instData.size());
+ m_devFuncs->vkUnmapMemory(dev, m_instBufMem);
+}
+
+void Renderer::getMatrices(QMatrix4x4 *vp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos)
+{
+ model->setToIdentity();
+ if (m_useLogo)
+ model->rotate(90, 1, 0, 0);
+ model->rotate(m_rotation, 1, 1, 0);
+
+ *modelNormal = model->normalMatrix();
+
+ QMatrix4x4 view = m_cam.viewMatrix();
+ *vp = m_proj * view;
+
+ *eyePos = view.inverted().column(3).toVector3D();
+}
+
+void Renderer::writeFragUni(quint8 *p, const QVector3D &eyePos)
+{
+ float ECCameraPosition[] = { eyePos.x(), eyePos.y(), eyePos.z() };
+ memcpy(p, ECCameraPosition, 12);
+ p += 16;
+
+ // Material
+ float ka[] = { 0.05f, 0.05f, 0.05f };
+ memcpy(p, ka, 12);
+ p += 16;
+
+ float kd[] = { 0.7f, 0.7f, 0.7f };
+ memcpy(p, kd, 12);
+ p += 16;
+
+ float ks[] = { 0.66f, 0.66f, 0.66f };
+ memcpy(p, ks, 12);
+ p += 16;
+
+ // Light parameters
+ float ECLightPosition[] = { m_lightPos.x(), m_lightPos.y(), m_lightPos.z() };
+ memcpy(p, ECLightPosition, 12);
+ p += 16;
+
+ float att[] = { 1, 0, 0 };
+ memcpy(p, att, 12);
+ p += 16;
+
+ float color[] = { 1.0f, 1.0f, 1.0f };
+ memcpy(p, color, 12);
+ p += 12; // next we have two floats which have an alignment of 4, hence 12 only
+
+ float intensity = 0.8f;
+ memcpy(p, &intensity, 4);
+ p += 4;
+
+ float specularExp = 150.0f;
+ memcpy(p, &specularExp, 4);
+ p += 4;
+}
+
+void Renderer::startNextFrame()
+{
+ // For demonstration purposes offload the command buffer generation onto a
+ // worker thread and continue with the frame submission only when it has
+ // finished.
+ Q_ASSERT(!m_framePending);
+ m_framePending = true;
+ QFuture<void> future = QtConcurrent::run(this, &Renderer::buildFrame);
+ m_frameWatcher.setFuture(future);
+}
+
+void Renderer::buildFrame()
+{
+ QMutexLocker locker(&m_guiMutex);
+
+ ensureBuffers();
+ ensureInstanceBuffer();
+ m_pipelinesFuture.waitForFinished();
+
+ VkCommandBuffer cb = m_window->currentCommandBuffer();
+ const QSize sz = m_window->swapChainImageSize();
+
+ VkClearColorValue clearColor = { 0.67f, 0.84f, 0.9f, 1.0f };
+ VkClearDepthStencilValue clearDS = { 1, 0 };
+ VkClearValue clearValues[3];
+ memset(clearValues, 0, sizeof(clearValues));
+ clearValues[0].color = clearValues[2].color = clearColor;
+ clearValues[1].depthStencil = clearDS;
+
+ VkRenderPassBeginInfo rpBeginInfo;
+ memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
+ rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ rpBeginInfo.renderPass = m_window->defaultRenderPass();
+ rpBeginInfo.framebuffer = m_window->currentFramebuffer();
+ rpBeginInfo.renderArea.extent.width = sz.width();
+ rpBeginInfo.renderArea.extent.height = sz.height();
+ rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2;
+ rpBeginInfo.pClearValues = clearValues;
+ VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
+ m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
+
+ VkViewport viewport = {
+ 0, 0,
+ float(sz.width()), float(sz.height()),
+ 0, 1
+ };
+ m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
+
+ VkRect2D scissor = {
+ { 0, 0 },
+ { uint32_t(sz.width()), uint32_t(sz.height()) }
+ };
+ m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
+
+ buildDrawCallsForFloor();
+ buildDrawCallsForItems();
+
+ m_devFuncs->vkCmdEndRenderPass(cmdBuf);
+}
+
+void Renderer::buildDrawCallsForItems()
+{
+ VkDevice dev = m_window->device();
+ VkCommandBuffer cb = m_window->currentCommandBuffer();
+
+ m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipeline);
+
+ VkDeviceSize vbOffset = 0;
+ m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, m_useLogo ? &m_logoVertexBuf : &m_blockVertexBuf, &vbOffset);
+ m_devFuncs->vkCmdBindVertexBuffers(cb, 1, 1, &m_instBuf, &vbOffset);
+
+ // Now provide offsets so that the two dynamic buffers point to the
+ // beginning of the vertex and fragment uniform data for the current frame.
+ uint32_t frameUniOffset = m_window->currentFrame() * (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize);
+ uint32_t frameUniOffsets[] = { frameUniOffset, frameUniOffset };
+ m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipelineLayout, 0, 1,
+ &m_itemMaterial.descSet, 2, frameUniOffsets);
+
+ if (m_animating)
+ m_rotation += 0.5;
+
+ if (m_animating || m_vpDirty) {
+ if (m_vpDirty)
+ --m_vpDirty;
+ QMatrix4x4 vp, model;
+ QMatrix3x3 modelNormal;
+ QVector3D eyePos;
+ getMatrices(&vp, &model, &modelNormal, &eyePos);
+
+ // Map the uniform data for the current frame, ignore the geometry data at
+ // the beginning and the uniforms for other frames.
+ quint8 *p;
+ VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem,
+ m_itemMaterial.uniMemStartOffset + frameUniOffset,
+ m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize,
+ 0, reinterpret_cast<void **>(&p));
+ if (err != VK_SUCCESS)
+ qFatal("Failed to map memory: %d", err);
+
+ // Vertex shader uniforms
+ memcpy(p, vp.constData(), 64);
+ memcpy(p + 64, model.constData(), 64);
+ const float *mnp = modelNormal.constData();
+ memcpy(p + 128, mnp, 12);
+ memcpy(p + 128 + 16, mnp + 3, 12);
+ memcpy(p + 128 + 32, mnp + 6, 12);
+
+ // Fragment shader uniforms
+ p += m_itemMaterial.vertUniSize;
+ writeFragUni(p, eyePos);
+
+ m_devFuncs->vkUnmapMemory(dev, m_bufMem);
+ }
+
+ m_devFuncs->vkCmdDraw(cb, (m_useLogo ? m_logoMesh.data() : m_blockMesh.data())->vertexCount, m_instCount, 0, 0);
+}
+
+void Renderer::buildDrawCallsForFloor()
+{
+ VkCommandBuffer cb = m_window->currentCommandBuffer();
+
+ m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_floorMaterial.pipeline);
+
+ VkDeviceSize vbOffset = 0;
+ m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_floorVertexBuf, &vbOffset);
+
+ QMatrix4x4 mvp = m_proj * m_cam.viewMatrix() * m_floorModel;
+ m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, 64, mvp.constData());
+ float color[] = { 0.67f, 1.0f, 0.2f };
+ m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 64, 12, color);
+
+ m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);
+}
+
+void Renderer::addNew()
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_instCount = qMin(m_instCount + 16, MAX_INSTANCES);
+}
+
+void Renderer::yaw(float degrees)
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_cam.yaw(degrees);
+ markViewProjDirty();
+}
+
+void Renderer::pitch(float degrees)
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_cam.pitch(degrees);
+ markViewProjDirty();
+}
+
+void Renderer::walk(float amount)
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_cam.walk(amount);
+ markViewProjDirty();
+}
+
+void Renderer::strafe(float amount)
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_cam.strafe(amount);
+ markViewProjDirty();
+}
+
+void Renderer::setUseLogo(bool b)
+{
+ QMutexLocker locker(&m_guiMutex);
+ m_useLogo = b;
+ if (!m_animating)
+ m_window->requestUpdate();
+}