renderer.h Example File | Qt GUI 5.12.8

- Qt 5.12
- Qt GUI
- Hello Vulkan Cubes Example
- renderer.h Example File
- Qt 5.12.8 Reference Documentation

# renderer.h Example File

hellovulkancubes/renderer.h

     /****************************************************************************
     **
     ** 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