59 lines
2.5 KiB
Plaintext
59 lines
2.5 KiB
Plaintext
/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:FDL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Free Documentation License Usage
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** Alternatively, this file may be used under the terms of the GNU Free
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** Documentation License version 1.3 as published by the Free Software
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** Foundation and appearing in the file included in the packaging of
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** this file. Please review the following information to ensure
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** the GNU Free Documentation License version 1.3 requirements
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** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\example hellovulkancubes
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\title Hello Vulkan Cubes Example
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\ingroup examples-vulkan
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\brief Shows the basics of using QVulkanWindow
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The \e{Hello Vulkan Cubes Example} shows more advanced usage of QVulkanWindow.
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\image hellovulkancubes.png
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In this example there is a mesh loaded from a file and two different
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materials and corresponding graphics pipelines. The rounded cubes are drawn
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using instancing and feature a Phong lighting model with a single
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directional light.
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Unlike hellovulkantexture and hellovulkantriangle, the uniform buffer
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handling takes an alternative approach here: dynamic uniform buffers are
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used instead of multiple descriptor sets.
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The example requires QtConcurrent since it demonstrates simple usage of
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QtConcurrent::run(), QFuture, and QFutureWatcher in combination of
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QVulkanWindow. Mesh and shader data loading, the potentially expensive
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graphics pipeline construction, and the building of the frame command buffer
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are all done in separate worker threads.
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The scene is embedded into a widget-based user interface. The QVulkanWindow
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subclass handles mouse and keyboard input as well since it provides a
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first-person style camera in order to allow moving around in the scene.
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\include examples-run.qdocinc
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*/
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