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#include "renderer.h"#include <QVulkanFunctions>#include <QtConcurrentRun>#include <QTime>staticfloat quadVert[]= { // Y up, front = CW-1,-1,0,-1,1,0,1,-1,0,1,1,0
};
#define DBG Q_UNLIKELY(m_window->isDebugEnabled())constint MAX_INSTANCES =16384;
const VkDeviceSize PER_INSTANCE_DATA_SIZE =6*sizeof(float); // instTranslate, instDiffuseAdjuststaticinline 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()
{
constQVector<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.fragif (!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,// binding8*sizeof(float),
VK_VERTEX_INPUT_RATE_VERTEX
},
{
1,6*sizeof(float),
VK_VERTEX_INPUT_RATE_INSTANCE
}
};
VkVertexInputAttributeDescription vertexAttrDesc[]= {
{ // position0,// location0,// binding
VK_FORMAT_R32G32B32_SFLOAT,0// offset
},
{ // normal1,0,
VK_FORMAT_R32G32B32_SFLOAT,5*sizeof(float)
},
{ // instTranslate2,1,
VK_FORMAT_R32G32B32_SFLOAT,0
},
{ // instDiffuseAdjust3,1,
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,// binding3*sizeof(float),
VK_VERTEX_INPUT_RATE_VERTEX
};
VkVertexInputAttributeDescription vertexAttrDesc[]= {
{ // position0,// location0,// 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();
constQSize 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();
constint concurrentFrameCount = m_window->concurrentFrameCount();
// Vertex buffer for the block.
VkBufferCreateInfo bufInfo;
memset(&bufInfo,0,sizeof(bufInfo));
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
constint 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.constint 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 countif (!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) { returnfloat((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;
// Materialfloat 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 parametersfloat 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 onlyfloat 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();
constQSize 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);
constfloat*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();
}