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