source: opengl-game/sdl-game.hpp

feature/imgui-sdl
Last change on this file was b01b50c, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Rename all BufferSets named storageBuffers_* to objectBuffers_*

  • Property mode set to 100644
File size: 14.5 KB
Line 
1#ifndef _SDL_GAME_H
2#define _SDL_GAME_H
3
4#include <chrono>
5#include <map>
6#include <vector>
7
8#include <vulkan/vulkan.h>
9
10#include <SDL2/SDL.h>
11
12#define GLM_FORCE_RADIANS
13#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
14#define GLM_FORCE_RIGHT_HANDED
15
16#include <glm/glm.hpp>
17#include <glm/gtc/matrix_transform.hpp>
18
19#include "IMGUI/imgui_impl_vulkan.h"
20
21#include "consts.hpp"
22#include "game-gui-sdl.hpp"
23#include "vulkan-utils.hpp"
24#include "graphics-pipeline_vulkan.hpp"
25#include "vulkan-buffer.hpp"
26
27using namespace glm;
28using namespace std;
29using namespace std::chrono;
30
31#define VulkanGame NewVulkanGame
32
33#ifdef NDEBUG
34 const bool ENABLE_VALIDATION_LAYERS = false;
35#else
36 const bool ENABLE_VALIDATION_LAYERS = true;
37#endif
38
39// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
40// by consolidating some and trying to keep new ones to a minimum
41
42struct ModelVertex {
43 vec3 pos;
44 vec3 color;
45 vec2 texCoord;
46 vec3 normal;
47 unsigned int objIndex;
48};
49
50struct LaserVertex {
51 vec3 pos;
52 vec2 texCoord;
53 unsigned int objIndex;
54};
55
56struct ExplosionVertex {
57 vec3 particleStartVelocity;
58 float particleStartTime;
59 unsigned int objIndex;
60};
61
62// Currently using these as the dynamic UBO types as well
63// TODO: Rename them to something more general
64
65struct SSBO_ModelObject {
66 alignas(16) mat4 model;
67};
68
69struct SSBO_Asteroid {
70 alignas(16) mat4 model;
71 alignas(4) float hp;
72 alignas(4) unsigned int deleted;
73};
74
75struct UBO_VP_mats {
76 alignas(16) mat4 view;
77 alignas(16) mat4 proj;
78};
79
80// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
81// Also, probably better to make this a vector of structs where each struct
82// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
83// TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
84struct BufferSet {
85 vector<VkBuffer> buffers;
86 vector<VkDeviceMemory> memory;
87 vector<VkDescriptorBufferInfo> infoSet;
88 VkBufferUsageFlags usages;
89 VkMemoryPropertyFlags properties;
90};
91
92// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
93// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
94// TODO: Maybe create a typedef for each of the templated SceneObject types
95template<class VertexType>
96struct SceneObject {
97 vector<VertexType> vertices;
98 vector<uint16_t> indices;
99
100 mat4 model_base;
101 mat4 model_transform;
102
103 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
104 // parent class
105 vec3 center; // currently only matters for asteroids
106 float radius; // currently only matters for asteroids
107
108 // Move the targetAsteroid stuff out of this class since it is very specific to lasers
109 // and makes moving SceneObject into its own header file more problematic
110 SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
111};
112
113// TODO: Figure out how to include an optional ssbo parameter for each object
114// Could probably use the same approach to make indices optional
115// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
116// them mandatory
117
118
119// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
120
121// TODO: Maybe move this to a different header
122
123enum UIValueType {
124 UIVALUE_INT,
125 UIVALUE_DOUBLE,
126};
127
128struct UIValue {
129 UIValueType type;
130 string label;
131 void* value;
132
133 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
134};
135
136class VulkanGame {
137
138 public:
139
140 VulkanGame();
141 ~VulkanGame();
142
143 void run(int width, int height, unsigned char guiFlags);
144
145 private:
146
147 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
148 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
149 VkDebugUtilsMessageTypeFlagsEXT messageType,
150 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
151 void* pUserData);
152
153 // TODO: Maybe pass these in as parameters to some Camera class
154 const float NEAR_CLIP = 0.1f;
155 const float FAR_CLIP = 100.0f;
156 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
157
158 bool done;
159
160 vec3 cam_pos;
161
162 // TODO: Good place to start using smart pointers
163 GameGui* gui;
164
165 SDL_version sdlVersion;
166 SDL_Window* window;
167
168 VkInstance instance;
169 VkDebugUtilsMessengerEXT debugMessenger;
170 VkSurfaceKHR vulkanSurface;
171 VkPhysicalDevice physicalDevice;
172 VkDevice device;
173
174 VkQueue graphicsQueue;
175 VkQueue presentQueue;
176
177 // TODO: Maybe make a swapchain struct for convenience
178 VkSurfaceFormatKHR swapChainSurfaceFormat;
179 VkPresentModeKHR swapChainPresentMode;
180 VkExtent2D swapChainExtent;
181 uint32_t swapChainMinImageCount;
182 uint32_t swapChainImageCount;
183
184 VkSwapchainKHR swapChain;
185 vector<VkImage> swapChainImages;
186 vector<VkImageView> swapChainImageViews;
187 vector<VkFramebuffer> swapChainFramebuffers;
188
189 VkRenderPass renderPass;
190
191 VkCommandPool resourceCommandPool;
192
193 vector<VkCommandPool> commandPools;
194 vector<VkCommandBuffer> commandBuffers;
195
196 VulkanImage depthImage;
197
198 // These are per frame
199 vector<VkSemaphore> imageAcquiredSemaphores;
200 vector<VkSemaphore> renderCompleteSemaphores;
201
202 // These are per swap chain image
203 vector<VkFence> inFlightFences;
204
205 uint32_t imageIndex;
206 uint32_t currentFrame;
207
208 bool shouldRecreateSwapChain;
209
210 VkSampler textureSampler;
211
212 VulkanImage floorTextureImage;
213 VkDescriptorImageInfo floorTextureImageDescriptor;
214
215 mat4 viewMat, projMat;
216
217 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
218 VkDescriptorPool imguiDescriptorPool;
219
220 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
221 // while working on graphics-library. Double-check exactly what this was and note it down here.
222 // Basically, I think the point was that if I have several models that all use the same shaders and, therefore,
223 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
224 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
225 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
226
227 BufferSet uniformBuffers_modelPipeline;
228 BufferSet objectBuffers_modelPipeline;
229
230 VulkanBuffer<UBO_VP_mats> uniforms_modelPipeline;
231 VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
232
233 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
234 // per pipeline.
235 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
236 // the objects vector, the ubo, and the ssbo
237
238 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
239 // if there is a need to add other uniform variables to one or more of the shaders
240
241 vector<SceneObject<ModelVertex>> modelObjects;
242
243 /*** High-level vars ***/
244
245 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
246 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
247
248 map<string, vector<UIValue>> valueLists;
249
250 int score;
251 float fps;
252
253 // TODO: Make a separate singleton Timer class
254 time_point<steady_clock> startTime;
255 float fpsStartTime, curTime, prevTime, elapsedTime;
256
257 int frameCount;
258
259 /*** Functions ***/
260
261 bool initUI(int width, int height, unsigned char guiFlags);
262 void initVulkan();
263 void initGraphicsPipelines();
264 void initMatrices();
265 void renderLoop();
266 void updateScene();
267 void cleanup();
268
269 void createVulkanInstance(const vector<const char*>& validationLayers);
270 void setupDebugMessenger();
271 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
272 void createVulkanSurface();
273 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
274 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
275 void createLogicalDevice(const vector<const char*>& validationLayers,
276 const vector<const char*>& deviceExtensions);
277 void chooseSwapChainProperties();
278 void createSwapChain();
279 void createImageViews();
280 void createResourceCommandPool();
281 void createImageResources();
282 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
283 void createRenderPass();
284 void createCommandPools();
285 void createFramebuffers();
286 void createCommandBuffers();
287 void createSyncObjects();
288
289 void createTextureSampler();
290
291 void initImGuiOverlay();
292 void cleanupImGuiOverlay();
293
294 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
295
296 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
297 BufferSet& set);
298
299 void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
300 bool copyData);
301
302 // TODO: Since addObject() returns a reference to the new object now,
303 // stop using objects.back() to access the object that was just created
304 template<class VertexType, class SSBOType>
305 SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
306 GraphicsPipeline_Vulkan<VertexType>& pipeline,
307 const vector<VertexType>& vertices, vector<uint16_t> indices,
308 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
309
310 template<class VertexType>
311 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
312
313 template<class VertexType>
314 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
315
316 template<class VertexType>
317 void centerObject(SceneObject<VertexType>& object);
318
319 void renderFrame(ImDrawData* draw_data);
320 void presentFrame();
321
322 void recreateSwapChain();
323
324 void cleanupSwapChain();
325
326 /*** High-level functions ***/
327
328 void renderMainScreen(int width, int height);
329 void renderGameScreen(int width, int height);
330
331 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
332 void renderGuiValueList(vector<UIValue>& values);
333
334 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
335 void quitGame();
336};
337
338// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
339// the model matrix later by setting model_transform and then calculating the new ssbo.model.
340// Figure out a better way to allow the model matrix to be set during object creation
341template<class VertexType, class SSBOType>
342SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
343 GraphicsPipeline_Vulkan<VertexType>& pipeline,
344 const vector<VertexType>& vertices, vector<uint16_t> indices,
345 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
346 // TODO: Use the model field of ssbo to set the object's model_base
347 // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
348 size_t numVertices = pipeline.getNumVertices();
349
350 for (uint16_t& idx : indices) {
351 idx += numVertices;
352 }
353
354 objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
355 objectBuffer.add(ssbo);
356
357 SceneObject<VertexType>& obj = objects.back();
358
359 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
360 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
361 // type
362 // TODO: Actually, I've already defined a no-op centerObject method for explosions
363 // Maybe I should do the same for lasers and remove this conditional altogether
364 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
365 centerObject(obj);
366 }
367
368 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
369
370 return obj;
371}
372
373template<class VertexType>
374vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
375 for (VertexType& vertex : vertices) {
376 vertex.objIndex = objIndex;
377 }
378
379 return vertices;
380}
381
382template<class VertexType>
383vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
384 for (unsigned int i = 0; i < vertices.size(); i += 3) {
385 vec3 p1 = vertices[i].pos;
386 vec3 p2 = vertices[i + 1].pos;
387 vec3 p3 = vertices[i + 2].pos;
388
389 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
390
391 // Add the same normal for all 3 vertices
392 vertices[i].normal = normal;
393 vertices[i + 1].normal = normal;
394 vertices[i + 2].normal = normal;
395 }
396
397 return vertices;
398}
399
400template<class VertexType>
401void VulkanGame::centerObject(SceneObject<VertexType>& object) {
402 vector<VertexType>& vertices = object.vertices;
403
404 float min_x = vertices[0].pos.x;
405 float max_x = vertices[0].pos.x;
406 float min_y = vertices[0].pos.y;
407 float max_y = vertices[0].pos.y;
408 float min_z = vertices[0].pos.z;
409 float max_z = vertices[0].pos.z;
410
411 // start from the second point
412 for (unsigned int i = 1; i < vertices.size(); i++) {
413 vec3& pos = vertices[i].pos;
414
415 if (min_x > pos.x) {
416 min_x = pos.x;
417 }
418 else if (max_x < pos.x) {
419 max_x = pos.x;
420 }
421
422 if (min_y > pos.y) {
423 min_y = pos.y;
424 }
425 else if (max_y < pos.y) {
426 max_y = pos.y;
427 }
428
429 if (min_z > pos.z) {
430 min_z = pos.z;
431 }
432 else if (max_z < pos.z) {
433 max_z = pos.z;
434 }
435 }
436
437 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
438
439 for (unsigned int i = 0; i < vertices.size(); i++) {
440 vertices[i].pos -= center;
441 }
442
443 object.radius = std::max(max_x - center.x, max_y - center.y);
444 object.radius = std::max(object.radius, max_z - center.z);
445
446 object.center = vec3(0.0f, 0.0f, 0.0f);
447}
448
449#endif // _SDL_GAME_H
Note: See TracBrowser for help on using the repository browser.