Added Vulkan game window too
This commit is contained in:
@ -30,6 +30,10 @@ HEADERS += \
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src/editor/widgets/qlineeditwithmenu.h \
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src/editor/widgets/qscrollareawithmenu.h \
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src/editor/widgets/roomeditwidget.h \
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src/engine/gameengine.h \
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src/engine/glgamewindow.h \
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src/engine/vulkangamerenderer.h \
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src/engine/vulkangamewindow.h \
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src/futurecpp.h \
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src/projectcontainer.h \
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src/editor/jshighlighter.h \
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@ -72,8 +76,7 @@ HEADERS += \
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src/editor/widgets/actionscontainerwidget.h \
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src/editor/widgets/codeeditorwidget.h \
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src/editor/widgets/drawingcanvaswidget.h \
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src/editor/widgets/pathpointswidget.h \
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src/engine/gamewindow.h
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src/editor/widgets/pathpointswidget.h
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SOURCES += \
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src/closeeventfilter.cpp \
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@ -81,6 +84,10 @@ SOURCES += \
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src/editor/widgets/qlineeditwithmenu.cpp \
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src/editor/widgets/qscrollareawithmenu.cpp \
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src/editor/widgets/roomeditwidget.cpp \
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src/engine/gameengine.cpp \
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src/engine/glgamewindow.cpp \
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src/engine/vulkangamerenderer.cpp \
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src/engine/vulkangamewindow.cpp \
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src/main.cpp \
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src/projectcontainer.cpp \
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src/editor/jshighlighter.cpp \
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@ -123,8 +130,7 @@ SOURCES += \
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src/editor/widgets/actionscontainerwidget.cpp \
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src/editor/widgets/codeeditorwidget.cpp \
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src/editor/widgets/drawingcanvaswidget.cpp \
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src/editor/widgets/pathpointswidget.cpp \
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src/engine/gamewindow.cpp
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src/editor/widgets/pathpointswidget.cpp
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FORMS += \
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src/editor/mainwindow.ui \
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@ -155,4 +161,5 @@ FORMS += \
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src/editor/widgets/actionscontainerwidget.ui
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RESOURCES += \
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resources.qrc
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resources_editor.qrc \
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resources_engine.qrc
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6
resources_engine.qrc
Normal file
6
resources_engine.qrc
Normal file
@ -0,0 +1,6 @@
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<RCC>
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<qresource prefix="/qtgameengine">
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<file>shader_modules/color_frag.spv</file>
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<file>shader_modules/color_vert.spv</file>
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</qresource>
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</RCC>
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10
shader_modules/color.frag
Normal file
10
shader_modules/color.frag
Normal file
@ -0,0 +1,10 @@
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#version 440
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layout(location = 0) in vec3 v_color;
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layout(location = 0) out vec4 fragColor;
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void main()
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{
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fragColor = vec4(v_color, 1.0);
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}
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18
shader_modules/color.vert
Normal file
18
shader_modules/color.vert
Normal file
@ -0,0 +1,18 @@
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#version 440
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec3 color;
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layout(location = 0) out vec3 v_color;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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v_color = color;
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gl_Position = ubuf.mvp * position;
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}
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BIN
shader_modules/color_frag.spv
Normal file
BIN
shader_modules/color_frag.spv
Normal file
Binary file not shown.
BIN
shader_modules/color_vert.spv
Normal file
BIN
shader_modules/color_vert.spv
Normal file
Binary file not shown.
@ -10,7 +10,6 @@
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#include <QFileDialog>
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#include <QInputDialog>
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#include <QDebug>
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#include <QEventLoop>
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#include "models/projecttreemodel.h"
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#include "dialogs/preferencesdialog.h"
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@ -30,8 +29,7 @@
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#include "dialogs/userdefinedconstantsdialog.h"
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#include "dialogs/triggersdialog.h"
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#include "dialogs/includedfilesdialog.h"
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#include "engine/gamewindow.h"
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#include "closeeventfilter.h"
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#include "engine/gameengine.h"
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namespace {
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template<typename T> struct PropertiesDialogForDetail;
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@ -659,20 +657,11 @@ void MainWindow::showIncludedFiles()
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void MainWindow::runGame()
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{
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GameWindow window{m_project};
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window.setTitle(tr("%0 - Game Window")
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.arg(m_filePath.isEmpty() ? "<new-game>" : QFileInfo{m_filePath}.fileName()));
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window.setModality(Qt::ApplicationModal);
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GameEngine engine{m_project};
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CloseEventFilter closeEventFilter;
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window.installEventFilter(&closeEventFilter);
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QEventLoop eventLoop;
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connect(&closeEventFilter, &CloseEventFilter::closeEventReceived,
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&eventLoop, &QEventLoop::quit);
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window.show();
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eventLoop.exec();
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setEnabled(false);
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engine.run();
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setEnabled(true);
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}
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void MainWindow::debugGame()
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40
src/engine/gameengine.cpp
Normal file
40
src/engine/gameengine.cpp
Normal file
@ -0,0 +1,40 @@
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#include "gameengine.h"
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#include <QVulkanInstance>
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#include <QEventLoop>
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#include "closeeventfilter.h"
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GameEngine::GameEngine(const ProjectContainer &project, QObject *parent) :
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QObject{parent},
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m_project{project},
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m_glGameWindow{m_project},
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m_vulkanGameWindow{m_project}
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{
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m_vulkanInstance.setLayers(QByteArrayList { "VK_LAYER_LUNARG_standard_validation" });
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if (!m_vulkanInstance.create())
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qFatal("Failed to create Vulkan instance: %d", m_vulkanInstance.errorCode());
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m_vulkanGameWindow.setVulkanInstance(&m_vulkanInstance);
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}
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void GameEngine::run()
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{
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m_glGameWindow.setTitle(tr("Game Window - OpenGL"));
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m_vulkanGameWindow.setTitle(tr("Game Window - Vulkan"));
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CloseEventFilter closeEventFilter;
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m_glGameWindow.installEventFilter(&closeEventFilter);
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m_vulkanGameWindow.installEventFilter(&closeEventFilter);
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QEventLoop eventLoop;
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connect(&closeEventFilter, &CloseEventFilter::closeEventReceived,
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&eventLoop, &QEventLoop::quit);
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m_glGameWindow.show();
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m_vulkanGameWindow.show();
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eventLoop.exec();
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}
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26
src/engine/gameengine.h
Normal file
26
src/engine/gameengine.h
Normal file
@ -0,0 +1,26 @@
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#pragma once
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#include <QObject>
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#include "engine/glgamewindow.h"
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#include "engine/vulkangamewindow.h"
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struct ProjectContainer;
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class GameEngine : public QObject
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{
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Q_OBJECT
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public:
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explicit GameEngine(const ProjectContainer &project, QObject *parent = nullptr);
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void run();
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private:
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const ProjectContainer &m_project;
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QVulkanInstance m_vulkanInstance;
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GlGameWindow m_glGameWindow;
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VulkanGameWindow m_vulkanGameWindow;
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};
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@ -1,4 +1,4 @@
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#include "gamewindow.h"
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#include "glgamewindow.h"
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#include <QOpenGLContext>
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#include <QOpenGLPaintDevice>
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@ -8,7 +8,7 @@
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#include <QKeyEvent>
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#include <QDebug>
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GameWindow::GameWindow(const ProjectContainer &project, QWindow *parent) :
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GlGameWindow::GlGameWindow(const ProjectContainer &project, QWindow *parent) :
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QWindow{parent},
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m_project{project}
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{
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@ -20,9 +20,9 @@ GameWindow::GameWindow(const ProjectContainer &project, QWindow *parent) :
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setMaximumHeight(480);
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}
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GameWindow::~GameWindow() = default;
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GlGameWindow::~GlGameWindow() = default;
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void GameWindow::initialize()
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void GlGameWindow::initialize()
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{
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m_program = new QOpenGLShaderProgram{this};
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@ -56,7 +56,7 @@ void GameWindow::initialize()
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Q_ASSERT(m_matrixUniform != -1);
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}
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void GameWindow::render()
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void GlGameWindow::render()
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{
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const qreal retinaScale = devicePixelRatio();
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glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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@ -100,12 +100,12 @@ void GameWindow::render()
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++m_frame;
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}
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void GameWindow::renderLater()
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void GlGameWindow::renderLater()
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{
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requestUpdate();
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}
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void GameWindow::renderNow()
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void GlGameWindow::renderNow()
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{
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if (!isExposed())
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return;
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@ -136,7 +136,7 @@ void GameWindow::renderNow()
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renderLater();
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}
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bool GameWindow::event(QEvent *event)
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bool GlGameWindow::event(QEvent *event)
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{
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switch (event->type())
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{
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@ -148,21 +148,21 @@ bool GameWindow::event(QEvent *event)
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}
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}
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void GameWindow::keyPressEvent(QKeyEvent *event)
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void GlGameWindow::keyPressEvent(QKeyEvent *event)
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{
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QWindow::keyPressEvent(event);
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qDebug() << (event->key() == Qt::Key_Escape);
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}
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void GameWindow::keyReleaseEvent(QKeyEvent *event)
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void GlGameWindow::keyReleaseEvent(QKeyEvent *event)
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{
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QWindow::keyReleaseEvent(event);
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qDebug() << (event->key() == Qt::Key_Escape);
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}
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void GameWindow::exposeEvent(QExposeEvent *event)
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void GlGameWindow::exposeEvent(QExposeEvent *event)
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{
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Q_UNUSED(event);
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@ -8,13 +8,13 @@ class QOpenGLPaintDevice;
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class QOpenGLShaderProgram;
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struct ProjectContainer;
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class GameWindow : public QWindow, protected QOpenGLFunctions
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class GlGameWindow : public QWindow, protected QOpenGLFunctions
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{
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Q_OBJECT
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public:
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explicit GameWindow(const ProjectContainer &project, QWindow *parent = nullptr);
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~GameWindow();
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explicit GlGameWindow(const ProjectContainer &project, QWindow *parent = nullptr);
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~GlGameWindow();
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void initialize();
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void render();
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464
src/engine/vulkangamerenderer.cpp
Normal file
464
src/engine/vulkangamerenderer.cpp
Normal file
@ -0,0 +1,464 @@
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#include "vulkangamerenderer.h"
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#include <QVulkanFunctions>
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#include <QFile>
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// Note that the vertex data and the projection matrix assume OpenGL. With
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// of -1/1. These will be corrected for by an extra transformation when
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// calculating the modelview-projection matrix.
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static float vertexData[] = { // Y up, front = CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f
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};
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static const int UNIFORM_DATA_SIZE = 16 * sizeof(float);
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static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
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{
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return (v + byteAlign - 1) & ~(byteAlign - 1);
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}
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VulkanGameRenderer::VulkanGameRenderer(QVulkanWindow *w, bool msaa) :
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m_window(w)
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{
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if (msaa) {
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const QVector<int> counts = w->supportedSampleCounts();
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qDebug() << "Supported sample counts:" << counts;
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for (int s = 16; s >= 4; s /= 2) {
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if (counts.contains(s)) {
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qDebug("Requesting sample count %d", s);
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m_window->setSampleCount(s);
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break;
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}
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}
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}
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}
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VkShaderModule VulkanGameRenderer::createShader(const QString &name)
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{
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QFile file(name);
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if (!file.open(QIODevice::ReadOnly)) {
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qWarning("Failed to read shader %s", qPrintable(name));
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return VK_NULL_HANDLE;
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}
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QByteArray blob = file.readAll();
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file.close();
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VkShaderModuleCreateInfo shaderInfo;
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memset(&shaderInfo, 0, sizeof(shaderInfo));
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shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shaderInfo.codeSize = blob.size();
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shaderInfo.pCode = reinterpret_cast<const uint32_t *>(blob.constData());
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VkShaderModule shaderModule;
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VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule);
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if (err != VK_SUCCESS) {
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qWarning("Failed to create shader module: %d", err);
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return VK_NULL_HANDLE;
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}
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return shaderModule;
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}
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void VulkanGameRenderer::initResources()
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{
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qDebug("initResources");
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VkDevice dev = m_window->device();
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m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev);
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// Prepare the vertex and uniform data. The vertex data will never
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// change so one buffer is sufficient regardless of the value of
|
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// QVulkanWindow::CONCURRENT_FRAME_COUNT. Uniform data is changing per
|
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// frame however so active frames have to have a dedicated copy.
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// Use just one memory allocation and one buffer. We will then specify the
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// appropriate offsets for uniform buffers in the VkDescriptorBufferInfo.
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// Have to watch out for
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// VkPhysicalDeviceLimits::minUniformBufferOffsetAlignment, though.
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// The uniform buffer is not strictly required in this example, we could
|
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// have used push constants as well since our single matrix (64 bytes) fits
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// into the spec mandated minimum limit of 128 bytes. However, once that
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// limit is not sufficient, the per-frame buffers, as shown below, will
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// become necessary.
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const int concurrentFrameCount = m_window->concurrentFrameCount();
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const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
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const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
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qDebug("uniform buffer offset alignment is %u", (uint) uniAlign);
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VkBufferCreateInfo bufInfo;
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memset(&bufInfo, 0, sizeof(bufInfo));
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bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
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// Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign.
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const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign);
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const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign);
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bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize;
|
||||
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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||||
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VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf);
|
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if (err != VK_SUCCESS)
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qFatal("Failed to create buffer: %d", err);
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VkMemoryRequirements memReq;
|
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m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq);
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||||
|
||||
VkMemoryAllocateInfo memAllocInfo = {
|
||||
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
||||
nullptr,
|
||||
memReq.size,
|
||||
m_window->hostVisibleMemoryIndex()
|
||||
};
|
||||
|
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err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
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if (err != VK_SUCCESS)
|
||||
qFatal("Failed to allocate memory: %d", err);
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||||
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err = m_devFuncs->vkBindBufferMemory(dev, m_buf, m_bufMem, 0);
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if (err != VK_SUCCESS)
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||||
qFatal("Failed to bind buffer memory: %d", err);
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||||
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||||
quint8 *p;
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err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast<void **>(&p));
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||||
if (err != VK_SUCCESS)
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qFatal("Failed to map memory: %d", err);
|
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memcpy(p, vertexData, sizeof(vertexData));
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||||
QMatrix4x4 ident;
|
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memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo));
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||||
for (int i = 0; i < concurrentFrameCount; ++i) {
|
||||
const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize;
|
||||
memcpy(p + offset, ident.constData(), 16 * sizeof(float));
|
||||
m_uniformBufInfo[i].buffer = m_buf;
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m_uniformBufInfo[i].offset = offset;
|
||||
m_uniformBufInfo[i].range = uniformAllocSize;
|
||||
}
|
||||
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
|
||||
|
||||
VkVertexInputBindingDescription vertexBindingDesc = {
|
||||
0, // binding
|
||||
5 * sizeof(float),
|
||||
VK_VERTEX_INPUT_RATE_VERTEX
|
||||
};
|
||||
VkVertexInputAttributeDescription vertexAttrDesc[] = {
|
||||
{ // position
|
||||
0, // location
|
||||
0, // binding
|
||||
VK_FORMAT_R32G32_SFLOAT,
|
||||
0
|
||||
},
|
||||
{ // color
|
||||
1,
|
||||
0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
2 * sizeof(float)
|
||||
}
|
||||
};
|
||||
|
||||
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 = 2;
|
||||
vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
|
||||
|
||||
// Set up descriptor set and its layout.
|
||||
VkDescriptorPoolSize descPoolSizes = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) };
|
||||
VkDescriptorPoolCreateInfo descPoolInfo;
|
||||
memset(&descPoolInfo, 0, sizeof(descPoolInfo));
|
||||
descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
descPoolInfo.maxSets = concurrentFrameCount;
|
||||
descPoolInfo.poolSizeCount = 1;
|
||||
descPoolInfo.pPoolSizes = &descPoolSizes;
|
||||
err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_descPool);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to create descriptor pool: %d", err);
|
||||
|
||||
VkDescriptorSetLayoutBinding layoutBinding = {
|
||||
0, // binding
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
1,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
nullptr
|
||||
};
|
||||
VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
|
||||
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
|
||||
nullptr,
|
||||
0,
|
||||
1,
|
||||
&layoutBinding
|
||||
};
|
||||
err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_descSetLayout);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to create descriptor set layout: %d", err);
|
||||
|
||||
for (int i = 0; i < concurrentFrameCount; ++i) {
|
||||
VkDescriptorSetAllocateInfo descSetAllocInfo = {
|
||||
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
|
||||
nullptr,
|
||||
m_descPool,
|
||||
1,
|
||||
&m_descSetLayout
|
||||
};
|
||||
err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to allocate descriptor set: %d", err);
|
||||
|
||||
VkWriteDescriptorSet descWrite;
|
||||
memset(&descWrite, 0, sizeof(descWrite));
|
||||
descWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
descWrite.dstSet = m_descSet[i];
|
||||
descWrite.descriptorCount = 1;
|
||||
descWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||||
descWrite.pBufferInfo = &m_uniformBufInfo[i];
|
||||
m_devFuncs->vkUpdateDescriptorSets(dev, 1, &descWrite, 0, nullptr);
|
||||
}
|
||||
|
||||
// Pipeline cache
|
||||
VkPipelineCacheCreateInfo pipelineCacheInfo;
|
||||
memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
|
||||
pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
|
||||
err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to create pipeline cache: %d", err);
|
||||
|
||||
// Pipeline layout
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo;
|
||||
memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = 1;
|
||||
pipelineLayoutInfo.pSetLayouts = &m_descSetLayout;
|
||||
err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to create pipeline layout: %d", err);
|
||||
|
||||
// Shaders
|
||||
VkShaderModule vertShaderModule = createShader(QStringLiteral(":/qtgameengine/shader_modules/color_vert.spv"));
|
||||
VkShaderModule fragShaderModule = createShader(QStringLiteral(":/qtgameengine/shader_modules/color_frag.spv"));
|
||||
|
||||
// Graphics pipeline
|
||||
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,
|
||||
vertShaderModule,
|
||||
"main",
|
||||
nullptr
|
||||
},
|
||||
{
|
||||
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
||||
nullptr,
|
||||
0,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
fragShaderModule,
|
||||
"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;
|
||||
|
||||
// The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor.
|
||||
// This way the pipeline does not need to be touched when resizing the window.
|
||||
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_NONE; // we want the back face as well
|
||||
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;
|
||||
// Enable multisampling.
|
||||
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;
|
||||
// no blend, write out all of rgba
|
||||
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_pipelineLayout;
|
||||
pipelineInfo.renderPass = m_window->defaultRenderPass();
|
||||
|
||||
err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline);
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to create graphics pipeline: %d", err);
|
||||
|
||||
if (vertShaderModule)
|
||||
m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr);
|
||||
if (fragShaderModule)
|
||||
m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr);
|
||||
}
|
||||
|
||||
void VulkanGameRenderer::initSwapChainResources()
|
||||
{
|
||||
qDebug("initSwapChainResources");
|
||||
|
||||
// Projection matrix
|
||||
m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences
|
||||
const QSize sz = m_window->swapChainImageSize();
|
||||
m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f);
|
||||
m_proj.translate(0, 0, -4);
|
||||
}
|
||||
|
||||
void VulkanGameRenderer::releaseSwapChainResources()
|
||||
{
|
||||
qDebug("releaseSwapChainResources");
|
||||
}
|
||||
|
||||
void VulkanGameRenderer::releaseResources()
|
||||
{
|
||||
qDebug("releaseResources");
|
||||
|
||||
VkDevice dev = m_window->device();
|
||||
|
||||
if (m_pipeline) {
|
||||
m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr);
|
||||
m_pipeline = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout) {
|
||||
m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr);
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_pipelineCache) {
|
||||
m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
|
||||
m_pipelineCache = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_descSetLayout) {
|
||||
m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr);
|
||||
m_descSetLayout = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_descPool) {
|
||||
m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr);
|
||||
m_descPool = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_buf) {
|
||||
m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr);
|
||||
m_buf = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
if (m_bufMem) {
|
||||
m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
|
||||
m_bufMem = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanGameRenderer::startNextFrame()
|
||||
{
|
||||
VkDevice dev = m_window->device();
|
||||
VkCommandBuffer cb = m_window->currentCommandBuffer();
|
||||
const QSize sz = m_window->swapChainImageSize();
|
||||
|
||||
VkClearColorValue clearColor = {{ 0, 0, 0, 1 }};
|
||||
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);
|
||||
|
||||
quint8 *p;
|
||||
VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset,
|
||||
UNIFORM_DATA_SIZE, 0, reinterpret_cast<void **>(&p));
|
||||
if (err != VK_SUCCESS)
|
||||
qFatal("Failed to map memory: %d", err);
|
||||
QMatrix4x4 m = m_proj;
|
||||
m.rotate(m_rotation, 0, 1, 0);
|
||||
memcpy(p, m.constData(), 16 * sizeof(float));
|
||||
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
|
||||
|
||||
// Not exactly a real animation system, just advance on every frame for now.
|
||||
m_rotation += 1.0f;
|
||||
|
||||
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
|
||||
m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1,
|
||||
&m_descSet[m_window->currentFrame()], 0, nullptr);
|
||||
VkDeviceSize vbOffset = 0;
|
||||
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_buf, &vbOffset);
|
||||
|
||||
VkViewport viewport;
|
||||
viewport.x = viewport.y = 0;
|
||||
viewport.width = sz.width();
|
||||
viewport.height = sz.height();
|
||||
viewport.minDepth = 0;
|
||||
viewport.maxDepth = 1;
|
||||
m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor;
|
||||
scissor.offset.x = scissor.offset.y = 0;
|
||||
scissor.extent.width = viewport.width;
|
||||
scissor.extent.height = viewport.height;
|
||||
m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
|
||||
|
||||
m_devFuncs->vkCmdDraw(cb, 3, 1, 0, 0);
|
||||
|
||||
m_devFuncs->vkCmdEndRenderPass(cmdBuf);
|
||||
|
||||
m_window->frameReady();
|
||||
m_window->requestUpdate(); // render continuously, throttled by the presentation rate
|
||||
}
|
37
src/engine/vulkangamerenderer.h
Normal file
37
src/engine/vulkangamerenderer.h
Normal file
@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVulkanWindow>
|
||||
|
||||
class VulkanGameRenderer : public QVulkanWindowRenderer
|
||||
{
|
||||
public:
|
||||
VulkanGameRenderer(QVulkanWindow *w, bool msaa = false);
|
||||
|
||||
void initResources() override;
|
||||
void initSwapChainResources() override;
|
||||
void releaseSwapChainResources() override;
|
||||
void releaseResources() override;
|
||||
|
||||
void startNextFrame() override;
|
||||
|
||||
protected:
|
||||
VkShaderModule createShader(const QString &name);
|
||||
|
||||
QVulkanWindow *m_window;
|
||||
QVulkanDeviceFunctions *m_devFuncs;
|
||||
|
||||
VkDeviceMemory m_bufMem = VK_NULL_HANDLE;
|
||||
VkBuffer m_buf = VK_NULL_HANDLE;
|
||||
VkDescriptorBufferInfo m_uniformBufInfo[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];
|
||||
|
||||
VkDescriptorPool m_descPool = VK_NULL_HANDLE;
|
||||
VkDescriptorSetLayout m_descSetLayout = VK_NULL_HANDLE;
|
||||
VkDescriptorSet m_descSet[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];
|
||||
|
||||
VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
|
||||
VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
|
||||
VkPipeline m_pipeline = VK_NULL_HANDLE;
|
||||
|
||||
QMatrix4x4 m_proj;
|
||||
float m_rotation = 0.0f;
|
||||
};
|
18
src/engine/vulkangamewindow.cpp
Normal file
18
src/engine/vulkangamewindow.cpp
Normal file
@ -0,0 +1,18 @@
|
||||
#include "vulkangamewindow.h"
|
||||
|
||||
#include "vulkangamerenderer.h"
|
||||
|
||||
VulkanGameWindow::VulkanGameWindow(const ProjectContainer &project, QWindow *parent) :
|
||||
QVulkanWindow{parent},
|
||||
m_project{project}
|
||||
{
|
||||
setMinimumWidth(640);
|
||||
setMaximumWidth(640);
|
||||
setMinimumHeight(480);
|
||||
setMaximumHeight(480);
|
||||
}
|
||||
|
||||
QVulkanWindowRenderer *VulkanGameWindow::createRenderer()
|
||||
{
|
||||
return new VulkanGameRenderer(this, true); // try MSAA, when available
|
||||
}
|
17
src/engine/vulkangamewindow.h
Normal file
17
src/engine/vulkangamewindow.h
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVulkanWindow>
|
||||
#include <QVulkanWindowRenderer>
|
||||
|
||||
struct ProjectContainer;
|
||||
|
||||
class VulkanGameWindow : public QVulkanWindow
|
||||
{
|
||||
public:
|
||||
explicit VulkanGameWindow(const ProjectContainer &project, QWindow *parent = nullptr);
|
||||
|
||||
QVulkanWindowRenderer *createRenderer() override;
|
||||
|
||||
private:
|
||||
const ProjectContainer &m_project;
|
||||
};
|
@ -16,7 +16,8 @@ int main(int argc, char *argv[])
|
||||
"%{function}(): "
|
||||
"%{message}"));
|
||||
|
||||
Q_INIT_RESOURCE(resources);
|
||||
Q_INIT_RESOURCE(resources_editor);
|
||||
Q_INIT_RESOURCE(resources_engine);
|
||||
|
||||
QApplication app(argc, argv);
|
||||
|
||||
|
Reference in New Issue
Block a user