renderer.cpp Example File

hellovulkancubes/renderer.cpp
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#include "renderer.h" #include <QVulkanFunctions> #include <QtConcurrentRun> #include <QTime> static float quadVert[] = { // Y up, front = CW -1, -1, 0, -1, 1, 0, 1, -1, 0, 1, 1, 0 }; #define DBG Q_UNLIKELY(m_window->isDebugEnabled()) const int MAX_INSTANCES = 16384; const VkDeviceSize PER_INSTANCE_DATA_SIZE = 6 * sizeof(float); // instTranslate, instDiffuseAdjust static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign) { return (v + byteAlign - 1) & ~(byteAlign - 1); } Renderer::Renderer(VulkanWindow *w, int initialCount) : m_window(w), // Have the light positioned just behind the default camera position, looking forward. m_lightPos(0.0f, 0.0f, 25.0f), m_cam(QVector3D(0.0f, 0.0f, 20.0f)), // starting camera position m_instCount(initialCount) { qsrand(QTime(0, 0, 0).secsTo(QTime::currentTime())); m_floorModel.translate(0, -5, 0); m_floorModel.rotate(-90, 1, 0, 0); m_floorModel.scale(20, 100, 1); m_blockMesh.load(QStringLiteral(":/block.buf")); m_logoMesh.load(QStringLiteral(":/qt_logo.buf")); QObject::connect(&m_frameWatcher, &QFutureWatcherBase::finished, [this] { if (m_framePending) { m_framePending = false; m_window->frameReady(); m_window->requestUpdate(); } }); } void Renderer::preInitResources() { const QVector<int> sampleCounts = m_window->supportedSampleCounts(); if (DBG) qDebug() << "Supported sample counts:" << sampleCounts; if (sampleCounts.contains(4)) { if (DBG) qDebug("Requesting 4x MSAA"); m_window->setSampleCount(4); } } void Renderer::initResources() { if (DBG) qDebug("Renderer init"); m_animating = true; m_framePending = false; QVulkanInstance *inst = m_window->vulkanInstance(); VkDevice dev = m_window->device(); const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits; const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment; m_devFuncs = inst->deviceFunctions(dev); // Note the std140 packing rules. A vec3 still has an alignment of 16, // while a mat3 is like 3 * vec3. m_itemMaterial.vertUniSize = aligned(2 * 64 + 48, uniAlign); // see color_phong.vert m_itemMaterial.fragUniSize = aligned(6 * 16 + 12 + 2 * 4, uniAlign); // see color_phong.frag if (!m_itemMaterial.vs.isValid()) m_itemMaterial.vs.load(inst, dev, QStringLiteral(":/color_phong_vert.spv")); if (!m_itemMaterial.fs.isValid()) m_itemMaterial.fs.load(inst, dev, QStringLiteral(":/color_phong_frag.spv")); if (!m_floorMaterial.vs.isValid()) m_floorMaterial.vs.load(inst, dev, QStringLiteral(":/color_vert.spv")); if (!m_floorMaterial.fs.isValid()) m_floorMaterial.fs.load(inst, dev, QStringLiteral(":/color_frag.spv")); m_pipelinesFuture = QtConcurrent::run(this, &Renderer::createPipelines); } void Renderer::createPipelines() { VkDevice dev = m_window->device(); VkPipelineCacheCreateInfo pipelineCacheInfo; memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo)); pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; VkResult err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache); if (err != VK_SUCCESS) qFatal("Failed to create pipeline cache: %d", err); createItemPipeline(); createFloorPipeline(); } void Renderer::createItemPipeline() { VkDevice dev = m_window->device(); // Vertex layout. VkVertexInputBindingDescription vertexBindingDesc[] = { { 0, // binding 8 * sizeof(float), VK_VERTEX_INPUT_RATE_VERTEX }, { 1, 6 * sizeof(float), VK_VERTEX_INPUT_RATE_INSTANCE } }; VkVertexInputAttributeDescription vertexAttrDesc[] = { { // position 0, // location 0, // binding VK_FORMAT_R32G32B32_SFLOAT, 0 // offset }, { // normal 1, 0, VK_FORMAT_R32G32B32_SFLOAT, 5 * sizeof(float) }, { // instTranslate 2, 1, VK_FORMAT_R32G32B32_SFLOAT, 0 }, { // instDiffuseAdjust 3, 1, VK_FORMAT_R32G32B32_SFLOAT, 3 * sizeof(float) } }; VkPipelineVertexInputStateCreateInfo vertexInputInfo; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputInfo.pNext = nullptr; vertexInputInfo.flags = 0; vertexInputInfo.vertexBindingDescriptionCount = sizeof(vertexBindingDesc) / sizeof(vertexBindingDesc[0]); vertexInputInfo.pVertexBindingDescriptions = vertexBindingDesc; vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]); vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc; // Descriptor set layout. VkDescriptorPoolSize descPoolSizes[] = { { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2 } }; VkDescriptorPoolCreateInfo descPoolInfo; memset(&descPoolInfo, 0, sizeof(descPoolInfo)); descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; descPoolInfo.maxSets = 1; // a single set is enough due to the dynamic uniform buffer descPoolInfo.poolSizeCount = sizeof(descPoolSizes) / sizeof(descPoolSizes[0]); descPoolInfo.pPoolSizes = descPoolSizes; VkResult err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_itemMaterial.descPool); if (err != VK_SUCCESS) qFatal("Failed to create descriptor pool: %d", err); VkDescriptorSetLayoutBinding layoutBindings[] = { { 0, // binding VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, // descriptorCount VK_SHADER_STAGE_VERTEX_BIT, nullptr }, { 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr } }; VkDescriptorSetLayoutCreateInfo descLayoutInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0, sizeof(layoutBindings) / sizeof(layoutBindings[0]), layoutBindings }; err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_itemMaterial.descSetLayout); if (err != VK_SUCCESS) qFatal("Failed to create descriptor set layout: %d", err); VkDescriptorSetAllocateInfo descSetAllocInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO, nullptr, m_itemMaterial.descPool, 1, &m_itemMaterial.descSetLayout }; err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_itemMaterial.descSet); if (err != VK_SUCCESS) qFatal("Failed to allocate descriptor set: %d", err); // Graphics pipeline. VkPipelineLayoutCreateInfo pipelineLayoutInfo; memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo)); pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipelineLayoutInfo.setLayoutCount = 1; pipelineLayoutInfo.pSetLayouts = &m_itemMaterial.descSetLayout; err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_itemMaterial.pipelineLayout); if (err != VK_SUCCESS) qFatal("Failed to create pipeline layout: %d", err); VkGraphicsPipelineCreateInfo pipelineInfo; memset(&pipelineInfo, 0, sizeof(pipelineInfo)); pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; VkPipelineShaderStageCreateInfo shaderStages[2] = { { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_VERTEX_BIT, m_itemMaterial.vs.data()->shaderModule, "main", nullptr }, { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_FRAGMENT_BIT, m_itemMaterial.fs.data()->shaderModule, "main", nullptr } }; pipelineInfo.stageCount = 2; pipelineInfo.pStages = shaderStages; pipelineInfo.pVertexInputState = &vertexInputInfo; VkPipelineInputAssemblyStateCreateInfo ia; memset(&ia, 0, sizeof(ia)); ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pipelineInfo.pInputAssemblyState = &ia; VkPipelineViewportStateCreateInfo vp; memset(&vp, 0, sizeof(vp)); vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vp.viewportCount = 1; vp.scissorCount = 1; pipelineInfo.pViewportState = &vp; VkPipelineRasterizationStateCreateInfo rs; memset(&rs, 0, sizeof(rs)); rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_BACK_BIT; rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rs.lineWidth = 1.0f; pipelineInfo.pRasterizationState = &rs; VkPipelineMultisampleStateCreateInfo ms; memset(&ms, 0, sizeof(ms)); ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms.rasterizationSamples = m_window->sampleCountFlagBits(); pipelineInfo.pMultisampleState = &ms; VkPipelineDepthStencilStateCreateInfo ds; memset(&ds, 0, sizeof(ds)); ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; ds.depthTestEnable = VK_TRUE; ds.depthWriteEnable = VK_TRUE; ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.pDepthStencilState = &ds; VkPipelineColorBlendStateCreateInfo cb; memset(&cb, 0, sizeof(cb)); cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; VkPipelineColorBlendAttachmentState att; memset(&att, 0, sizeof(att)); att.colorWriteMask = 0xF; cb.attachmentCount = 1; cb.pAttachments = &att; pipelineInfo.pColorBlendState = &cb; VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dyn; memset(&dyn, 0, sizeof(dyn)); dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState); dyn.pDynamicStates = dynEnable; pipelineInfo.pDynamicState = &dyn; pipelineInfo.layout = m_itemMaterial.pipelineLayout; pipelineInfo.renderPass = m_window->defaultRenderPass(); err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_itemMaterial.pipeline); if (err != VK_SUCCESS) qFatal("Failed to create graphics pipeline: %d", err); } void Renderer::createFloorPipeline() { VkDevice dev = m_window->device(); // Vertex layout. VkVertexInputBindingDescription vertexBindingDesc = { 0, // binding 3 * sizeof(float), VK_VERTEX_INPUT_RATE_VERTEX }; VkVertexInputAttributeDescription vertexAttrDesc[] = { { // position 0, // location 0, // binding VK_FORMAT_R32G32B32_SFLOAT, 0 // offset }, }; VkPipelineVertexInputStateCreateInfo vertexInputInfo; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputInfo.pNext = nullptr; vertexInputInfo.flags = 0; vertexInputInfo.vertexBindingDescriptionCount = 1; vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc; vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]); vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc; // Do not bother with uniform buffers and descriptors, all the data fits // into the spec mandated minimum of 128 bytes for push constants. VkPushConstantRange pcr[] = { // mvp { VK_SHADER_STAGE_VERTEX_BIT, 0, 64 }, // color { VK_SHADER_STAGE_FRAGMENT_BIT, 64, 12 } }; VkPipelineLayoutCreateInfo pipelineLayoutInfo; memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo)); pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipelineLayoutInfo.pushConstantRangeCount = sizeof(pcr) / sizeof(pcr[0]); pipelineLayoutInfo.pPushConstantRanges = pcr; VkResult err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_floorMaterial.pipelineLayout); if (err != VK_SUCCESS) qFatal("Failed to create pipeline layout: %d", err); VkGraphicsPipelineCreateInfo pipelineInfo; memset(&pipelineInfo, 0, sizeof(pipelineInfo)); pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; VkPipelineShaderStageCreateInfo shaderStages[2] = { { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_VERTEX_BIT, m_floorMaterial.vs.data()->shaderModule, "main", nullptr }, { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_FRAGMENT_BIT, m_floorMaterial.fs.data()->shaderModule, "main", nullptr } }; pipelineInfo.stageCount = 2; pipelineInfo.pStages = shaderStages; pipelineInfo.pVertexInputState = &vertexInputInfo; VkPipelineInputAssemblyStateCreateInfo ia; memset(&ia, 0, sizeof(ia)); ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; pipelineInfo.pInputAssemblyState = &ia; VkPipelineViewportStateCreateInfo vp; memset(&vp, 0, sizeof(vp)); vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vp.viewportCount = 1; vp.scissorCount = 1; pipelineInfo.pViewportState = &vp; VkPipelineRasterizationStateCreateInfo rs; memset(&rs, 0, sizeof(rs)); rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_BACK_BIT; rs.frontFace = VK_FRONT_FACE_CLOCKWISE; rs.lineWidth = 1.0f; pipelineInfo.pRasterizationState = &rs; VkPipelineMultisampleStateCreateInfo ms; memset(&ms, 0, sizeof(ms)); ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms.rasterizationSamples = m_window->sampleCountFlagBits(); pipelineInfo.pMultisampleState = &ms; VkPipelineDepthStencilStateCreateInfo ds; memset(&ds, 0, sizeof(ds)); ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; ds.depthTestEnable = VK_TRUE; ds.depthWriteEnable = VK_TRUE; ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.pDepthStencilState = &ds; VkPipelineColorBlendStateCreateInfo cb; memset(&cb, 0, sizeof(cb)); cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; VkPipelineColorBlendAttachmentState att; memset(&att, 0, sizeof(att)); att.colorWriteMask = 0xF; cb.attachmentCount = 1; cb.pAttachments = &att; pipelineInfo.pColorBlendState = &cb; VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dyn; memset(&dyn, 0, sizeof(dyn)); dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState); dyn.pDynamicStates = dynEnable; pipelineInfo.pDynamicState = &dyn; pipelineInfo.layout = m_floorMaterial.pipelineLayout; pipelineInfo.renderPass = m_window->defaultRenderPass(); err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_floorMaterial.pipeline); if (err != VK_SUCCESS) qFatal("Failed to create graphics pipeline: %d", err); } void Renderer::initSwapChainResources() { m_proj = m_window->clipCorrectionMatrix(); const QSize sz = m_window->swapChainImageSize(); m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 1000.0f); markViewProjDirty(); } void Renderer::releaseSwapChainResources() { // It is important to finish the pending frame right here since this is the // last opportunity to act with all resources intact. m_frameWatcher.waitForFinished(); // Cannot count on the finished() signal being emitted before returning // from here. if (m_framePending) { m_framePending = false; m_window->frameReady(); } } void Renderer::releaseResources() { if (DBG) qDebug("Renderer release"); m_pipelinesFuture.waitForFinished(); VkDevice dev = m_window->device(); if (m_itemMaterial.descSetLayout) { m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_itemMaterial.descSetLayout, nullptr); m_itemMaterial.descSetLayout = VK_NULL_HANDLE; } if (m_itemMaterial.descPool) { m_devFuncs->vkDestroyDescriptorPool(dev, m_itemMaterial.descPool, nullptr); m_itemMaterial.descPool = VK_NULL_HANDLE; } if (m_itemMaterial.pipeline) { m_devFuncs->vkDestroyPipeline(dev, m_itemMaterial.pipeline, nullptr); m_itemMaterial.pipeline = VK_NULL_HANDLE; } if (m_itemMaterial.pipelineLayout) { m_devFuncs->vkDestroyPipelineLayout(dev, m_itemMaterial.pipelineLayout, nullptr); m_itemMaterial.pipelineLayout = VK_NULL_HANDLE; } if (m_floorMaterial.pipeline) { m_devFuncs->vkDestroyPipeline(dev, m_floorMaterial.pipeline, nullptr); m_floorMaterial.pipeline = VK_NULL_HANDLE; } if (m_floorMaterial.pipelineLayout) { m_devFuncs->vkDestroyPipelineLayout(dev, m_floorMaterial.pipelineLayout, nullptr); m_floorMaterial.pipelineLayout = VK_NULL_HANDLE; } if (m_pipelineCache) { m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr); m_pipelineCache = VK_NULL_HANDLE; } if (m_blockVertexBuf) { m_devFuncs->vkDestroyBuffer(dev, m_blockVertexBuf, nullptr); m_blockVertexBuf = VK_NULL_HANDLE; } if (m_logoVertexBuf) { m_devFuncs->vkDestroyBuffer(dev, m_logoVertexBuf, nullptr); m_logoVertexBuf = VK_NULL_HANDLE; } if (m_floorVertexBuf) { m_devFuncs->vkDestroyBuffer(dev, m_floorVertexBuf, nullptr); m_floorVertexBuf = VK_NULL_HANDLE; } if (m_uniBuf) { m_devFuncs->vkDestroyBuffer(dev, m_uniBuf, nullptr); m_uniBuf = VK_NULL_HANDLE; } if (m_bufMem) { m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr); m_bufMem = VK_NULL_HANDLE; } if (m_instBuf) { m_devFuncs->vkDestroyBuffer(dev, m_instBuf, nullptr); m_instBuf = VK_NULL_HANDLE; } if (m_instBufMem) { m_devFuncs->vkFreeMemory(dev, m_instBufMem, nullptr); m_instBufMem = VK_NULL_HANDLE; } if (m_itemMaterial.vs.isValid()) { m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.vs.data()->shaderModule, nullptr); m_itemMaterial.vs.reset(); } if (m_itemMaterial.fs.isValid()) { m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.fs.data()->shaderModule, nullptr); m_itemMaterial.fs.reset(); } if (m_floorMaterial.vs.isValid()) { m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.vs.data()->shaderModule, nullptr); m_floorMaterial.vs.reset(); } if (m_floorMaterial.fs.isValid()) { m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.fs.data()->shaderModule, nullptr); m_floorMaterial.fs.reset(); } } void Renderer::ensureBuffers() { if (m_blockVertexBuf) return; VkDevice dev = m_window->device(); const int concurrentFrameCount = m_window->concurrentFrameCount(); // Vertex buffer for the block. VkBufferCreateInfo bufInfo; memset(&bufInfo, 0, sizeof(bufInfo)); bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; const int blockMeshByteCount = m_blockMesh.data()->vertexCount * 8 * sizeof(float); bufInfo.size = blockMeshByteCount; bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_blockVertexBuf); if (err != VK_SUCCESS) qFatal("Failed to create vertex buffer: %d", err); VkMemoryRequirements blockVertMemReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_blockVertexBuf, &blockVertMemReq); // Vertex buffer for the logo. const int logoMeshByteCount = m_logoMesh.data()->vertexCount * 8 * sizeof(float); bufInfo.size = logoMeshByteCount; bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_logoVertexBuf); if (err != VK_SUCCESS) qFatal("Failed to create vertex buffer: %d", err); VkMemoryRequirements logoVertMemReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_logoVertexBuf, &logoVertMemReq); // Vertex buffer for the floor. bufInfo.size = sizeof(quadVert); err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_floorVertexBuf); if (err != VK_SUCCESS) qFatal("Failed to create vertex buffer: %d", err); VkMemoryRequirements floorVertMemReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_floorVertexBuf, &floorVertMemReq); // Uniform buffer. Instead of using multiple descriptor sets, we take a // different approach: have a single dynamic uniform buffer and specify the // active-frame-specific offset at the time of binding the descriptor set. bufInfo.size = (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize) * concurrentFrameCount; bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_uniBuf); if (err != VK_SUCCESS) qFatal("Failed to create uniform buffer: %d", err); VkMemoryRequirements uniMemReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_uniBuf, &uniMemReq); // Allocate memory for everything at once. VkDeviceSize logoVertStartOffset = aligned(0 + blockVertMemReq.size, logoVertMemReq.alignment); VkDeviceSize floorVertStartOffset = aligned(logoVertStartOffset + logoVertMemReq.size, floorVertMemReq.alignment); m_itemMaterial.uniMemStartOffset = aligned(floorVertStartOffset + floorVertMemReq.size, uniMemReq.alignment); VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, nullptr, m_itemMaterial.uniMemStartOffset + uniMemReq.size, m_window->hostVisibleMemoryIndex() }; err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem); if (err != VK_SUCCESS) qFatal("Failed to allocate memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_blockVertexBuf, m_bufMem, 0); if (err != VK_SUCCESS) qFatal("Failed to bind vertex buffer memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_logoVertexBuf, m_bufMem, logoVertStartOffset); if (err != VK_SUCCESS) qFatal("Failed to bind vertex buffer memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_floorVertexBuf, m_bufMem, floorVertStartOffset); if (err != VK_SUCCESS) qFatal("Failed to bind vertex buffer memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_uniBuf, m_bufMem, m_itemMaterial.uniMemStartOffset); if (err != VK_SUCCESS) qFatal("Failed to bind uniform buffer memory: %d", err); // Copy vertex data. quint8 *p; err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, m_itemMaterial.uniMemStartOffset, 0, reinterpret_cast<void **>(&p)); if (err != VK_SUCCESS) qFatal("Failed to map memory: %d", err); memcpy(p, m_blockMesh.data()->geom.constData(), blockMeshByteCount); memcpy(p + logoVertStartOffset, m_logoMesh.data()->geom.constData(), logoMeshByteCount); memcpy(p + floorVertStartOffset, quadVert, sizeof(quadVert)); m_devFuncs->vkUnmapMemory(dev, m_bufMem); // Write descriptors for the uniform buffers in the vertex and fragment shaders. VkDescriptorBufferInfo vertUni = { m_uniBuf, 0, m_itemMaterial.vertUniSize }; VkDescriptorBufferInfo fragUni = { m_uniBuf, m_itemMaterial.vertUniSize, m_itemMaterial.fragUniSize }; VkWriteDescriptorSet descWrite[2]; memset(descWrite, 0, sizeof(descWrite)); descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descWrite[0].dstSet = m_itemMaterial.descSet; descWrite[0].dstBinding = 0; descWrite[0].descriptorCount = 1; descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; descWrite[0].pBufferInfo = &vertUni; descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descWrite[1].dstSet = m_itemMaterial.descSet; descWrite[1].dstBinding = 1; descWrite[1].descriptorCount = 1; descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; descWrite[1].pBufferInfo = &fragUni; m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr); } void Renderer::ensureInstanceBuffer() { if (m_instCount == m_preparedInstCount && m_instBuf) return; Q_ASSERT(m_instCount <= MAX_INSTANCES); VkDevice dev = m_window->device(); // allocate only once, for the maximum instance count if (!m_instBuf) { VkBufferCreateInfo bufInfo; memset(&bufInfo, 0, sizeof(bufInfo)); bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; bufInfo.size = MAX_INSTANCES * PER_INSTANCE_DATA_SIZE; bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; // Keep a copy of the data since we may lose all graphics resources on // unexpose, and reinitializing to new random positions afterwards // would not be nice. m_instData.resize(bufInfo.size); VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_instBuf); if (err != VK_SUCCESS) qFatal("Failed to create instance buffer: %d", err); VkMemoryRequirements memReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_instBuf, &memReq); if (DBG) qDebug("Allocating %u bytes for instance data", uint32_t(memReq.size)); VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, nullptr, memReq.size, m_window->hostVisibleMemoryIndex() }; err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_instBufMem); if (err != VK_SUCCESS) qFatal("Failed to allocate memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_instBuf, m_instBufMem, 0); if (err != VK_SUCCESS) qFatal("Failed to bind instance buffer memory: %d", err); } if (m_instCount != m_preparedInstCount) { if (DBG) qDebug("Preparing instances %d..%d", m_preparedInstCount, m_instCount - 1); char *p = m_instData.data(); p += m_preparedInstCount * PER_INSTANCE_DATA_SIZE; auto gen = [](float a, float b) { return float((qrand() % int(b - a + 1)) + a); }; for (int i = m_preparedInstCount; i < m_instCount; ++i) { // Apply a random translation to each instance of the mesh. float t[] = { gen(-5, 5), gen(-4, 6), gen(-30, 5) }; memcpy(p, t, 12); // Apply a random adjustment to the diffuse color for each instance. (default is 0.7) float d[] = { gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f }; memcpy(p + 12, d, 12); p += PER_INSTANCE_DATA_SIZE; } m_preparedInstCount = m_instCount; } quint8 *p; VkResult err = m_devFuncs->vkMapMemory(dev, m_instBufMem, 0, m_instCount * PER_INSTANCE_DATA_SIZE, 0, reinterpret_cast<void **>(&p)); if (err != VK_SUCCESS) qFatal("Failed to map memory: %d", err); memcpy(p, m_instData.constData(), m_instData.size()); m_devFuncs->vkUnmapMemory(dev, m_instBufMem); } void Renderer::getMatrices(QMatrix4x4 *vp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos) { model->setToIdentity(); if (m_useLogo) model->rotate(90, 1, 0, 0); model->rotate(m_rotation, 1, 1, 0); *modelNormal = model->normalMatrix(); QMatrix4x4 view = m_cam.viewMatrix(); *vp = m_proj * view; *eyePos = view.inverted().column(3).toVector3D(); } void Renderer::writeFragUni(quint8 *p, const QVector3D &eyePos) { float ECCameraPosition[] = { eyePos.x(), eyePos.y(), eyePos.z() }; memcpy(p, ECCameraPosition, 12); p += 16; // Material float ka[] = { 0.05f, 0.05f, 0.05f }; memcpy(p, ka, 12); p += 16; float kd[] = { 0.7f, 0.7f, 0.7f }; memcpy(p, kd, 12); p += 16; float ks[] = { 0.66f, 0.66f, 0.66f }; memcpy(p, ks, 12); p += 16; // Light parameters float ECLightPosition[] = { m_lightPos.x(), m_lightPos.y(), m_lightPos.z() }; memcpy(p, ECLightPosition, 12); p += 16; float att[] = { 1, 0, 0 }; memcpy(p, att, 12); p += 16; float color[] = { 1.0f, 1.0f, 1.0f }; memcpy(p, color, 12); p += 12; // next we have two floats which have an alignment of 4, hence 12 only float intensity = 0.8f; memcpy(p, &intensity, 4); p += 4; float specularExp = 150.0f; memcpy(p, &specularExp, 4); p += 4; } void Renderer::startNextFrame() { // For demonstration purposes offload the command buffer generation onto a // worker thread and continue with the frame submission only when it has // finished. Q_ASSERT(!m_framePending); m_framePending = true; QFuture<void> future = QtConcurrent::run(this, &Renderer::buildFrame); m_frameWatcher.setFuture(future); } void Renderer::buildFrame() { QMutexLocker locker(&m_guiMutex); ensureBuffers(); ensureInstanceBuffer(); m_pipelinesFuture.waitForFinished(); VkCommandBuffer cb = m_window->currentCommandBuffer(); const QSize sz = m_window->swapChainImageSize(); VkClearColorValue clearColor = {{ 0.67f, 0.84f, 0.9f, 1.0f }}; VkClearDepthStencilValue clearDS = { 1, 0 }; VkClearValue clearValues[3]; memset(clearValues, 0, sizeof(clearValues)); clearValues[0].color = clearValues[2].color = clearColor; clearValues[1].depthStencil = clearDS; VkRenderPassBeginInfo rpBeginInfo; memset(&rpBeginInfo, 0, sizeof(rpBeginInfo)); rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; rpBeginInfo.renderPass = m_window->defaultRenderPass(); rpBeginInfo.framebuffer = m_window->currentFramebuffer(); rpBeginInfo.renderArea.extent.width = sz.width(); rpBeginInfo.renderArea.extent.height = sz.height(); rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2; rpBeginInfo.pClearValues = clearValues; VkCommandBuffer cmdBuf = m_window->currentCommandBuffer(); m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = { 0, 0, float(sz.width()), float(sz.height()), 0, 1 }; m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport); VkRect2D scissor = { { 0, 0 }, { uint32_t(sz.width()), uint32_t(sz.height()) } }; m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor); buildDrawCallsForFloor(); buildDrawCallsForItems(); m_devFuncs->vkCmdEndRenderPass(cmdBuf); } void Renderer::buildDrawCallsForItems() { VkDevice dev = m_window->device(); VkCommandBuffer cb = m_window->currentCommandBuffer(); m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipeline); VkDeviceSize vbOffset = 0; m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, m_useLogo ? &m_logoVertexBuf : &m_blockVertexBuf, &vbOffset); m_devFuncs->vkCmdBindVertexBuffers(cb, 1, 1, &m_instBuf, &vbOffset); // Now provide offsets so that the two dynamic buffers point to the // beginning of the vertex and fragment uniform data for the current frame. uint32_t frameUniOffset = m_window->currentFrame() * (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize); uint32_t frameUniOffsets[] = { frameUniOffset, frameUniOffset }; m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipelineLayout, 0, 1, &m_itemMaterial.descSet, 2, frameUniOffsets); if (m_animating) m_rotation += 0.5; if (m_animating || m_vpDirty) { if (m_vpDirty) --m_vpDirty; QMatrix4x4 vp, model; QMatrix3x3 modelNormal; QVector3D eyePos; getMatrices(&vp, &model, &modelNormal, &eyePos); // Map the uniform data for the current frame, ignore the geometry data at // the beginning and the uniforms for other frames. quint8 *p; VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_itemMaterial.uniMemStartOffset + frameUniOffset, m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize, 0, reinterpret_cast<void **>(&p)); if (err != VK_SUCCESS) qFatal("Failed to map memory: %d", err); // Vertex shader uniforms memcpy(p, vp.constData(), 64); memcpy(p + 64, model.constData(), 64); const float *mnp = modelNormal.constData(); memcpy(p + 128, mnp, 12); memcpy(p + 128 + 16, mnp + 3, 12); memcpy(p + 128 + 32, mnp + 6, 12); // Fragment shader uniforms p += m_itemMaterial.vertUniSize; writeFragUni(p, eyePos); m_devFuncs->vkUnmapMemory(dev, m_bufMem); } m_devFuncs->vkCmdDraw(cb, (m_useLogo ? m_logoMesh.data() : m_blockMesh.data())->vertexCount, m_instCount, 0, 0); } void Renderer::buildDrawCallsForFloor() { VkCommandBuffer cb = m_window->currentCommandBuffer(); m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_floorMaterial.pipeline); VkDeviceSize vbOffset = 0; m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_floorVertexBuf, &vbOffset); QMatrix4x4 mvp = m_proj * m_cam.viewMatrix() * m_floorModel; m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, 64, mvp.constData()); float color[] = { 0.67f, 1.0f, 0.2f }; m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 64, 12, color); m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0); } void Renderer::addNew() { QMutexLocker locker(&m_guiMutex); m_instCount = qMin(m_instCount + 16, MAX_INSTANCES); } void Renderer::yaw(float degrees) { QMutexLocker locker(&m_guiMutex); m_cam.yaw(degrees); markViewProjDirty(); } void Renderer::pitch(float degrees) { QMutexLocker locker(&m_guiMutex); m_cam.pitch(degrees); markViewProjDirty(); } void Renderer::walk(float amount) { QMutexLocker locker(&m_guiMutex); m_cam.walk(amount); markViewProjDirty(); } void Renderer::strafe(float amount) { QMutexLocker locker(&m_guiMutex); m_cam.strafe(amount); markViewProjDirty(); } void Renderer::setUseLogo(bool b) { QMutexLocker locker(&m_guiMutex); m_useLogo = b; if (!m_animating) m_window->requestUpdate(); }

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