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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.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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