renderer.h Example File

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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

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