/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** 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. ** ** GNU Free Documentation License Usage ** Alternatively, this file may be used under the terms of the GNU Free ** Documentation License version 1.3 as published by the Free Software ** Foundation and appearing in the file included in the packaging of ** this file. Please review the following information to ensure ** the GNU Free Documentation License version 1.3 requirements ** will be met: https://www.gnu.org/licenses/fdl-1.3.html. ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \example hellovulkancubes \meta installpath vulkan \title Hello Vulkan Cubes Example \ingroup examples-vulkan \brief Shows the basics of using QVulkanWindow. The \e{Hello Vulkan Cubes Example} shows more advanced usage of QVulkanWindow. \image hellovulkancubes.png In this example there is a mesh loaded from a file and two different materials and corresponding graphics pipelines. The rounded cubes are drawn using instancing and feature a Phong lighting model with a single directional light. Unlike hellovulkantexture and hellovulkantriangle, the uniform buffer handling takes an alternative approach here: dynamic uniform buffers are used instead of multiple descriptor sets. The example requires QtConcurrent since it demonstrates simple usage of QtConcurrent::run(), QFuture, and QFutureWatcher in combination of QVulkanWindow. Mesh and shader data loading, the potentially expensive graphics pipeline construction, and the building of the frame command buffer are all done in separate worker threads. The scene is embedded into a widget-based user interface. The QVulkanWindow subclass handles mouse and keyboard input as well since it provides a first-person style camera in order to allow moving around in the scene. \include examples-run.qdocinc */