Qt 5.11 | Qt GUI | Hello Vulkan Cubes Example | renderer.h Example File

Qt 5.11.3 Reference Documentation

# renderer.h Example File

hellovulkancubes/renderer.h

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      #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