| /**************************************************************************** |
| ** |
| ** 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 |
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| ** 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 |
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| ** distribution. |
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| ** from this software without specific prior written permission. |
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| ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "renderer.h" |
| #include "qrandom.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) |
| { |
| 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 = [](int a, int b) { |
| return float(QRandomGenerator::global()->bounded(double(b - a)) + 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(); |
| } |