[3b7d497] | 1 | #ifndef _SDL_GAME_H
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| 2 | #define _SDL_GAME_H
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| 3 |
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| 4 | #include <vector>
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| 5 |
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| 6 | #include <vulkan/vulkan.h>
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| 7 |
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| 8 | #include <SDL2/SDL.h>
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| 9 |
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| 10 | #include "consts.hpp"
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| 11 |
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| 12 | #include "game-gui-sdl.hpp"
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| 13 |
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| 14 | using namespace std;
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| 15 |
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| 16 | #define VulkanGame NewVulkanGame
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| 17 |
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| 18 | #ifdef NDEBUG
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| 19 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 20 | #else
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| 21 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 22 | #endif
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| 23 |
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| 24 | class VulkanGame {
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| 25 | public:
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| 26 | VulkanGame(int maxFramesInFlight);
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| 27 | ~VulkanGame();
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| 28 |
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| 29 | void run(int width, int height, unsigned char guiFlags); // Mostly example code
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| 30 |
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| 31 | private:
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| 32 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 33 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 34 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 35 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 36 | void* pUserData);
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| 37 |
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| 38 | // TODO: Make these consts static
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| 39 | // Also, maybe move them into consts.hpp
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| 40 |
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| 41 | const int MAX_FRAMES_IN_FLIGHT; // Unused right now
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| 42 |
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| 43 | // TODO: Good place to start using smart pointers
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| 44 | GameGui* gui;
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| 45 |
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| 46 | SDL_version sdlVersion;
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| 47 | SDL_Window* window;
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| 48 |
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| 49 | VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
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| 50 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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| 51 |
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| 52 | // My code, but not complete. Skips creating the SDL renderer, probably because it doesn't use hardware acceleration.
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| 53 | // I should try to get uncapped framerate and compare performance w/ and w/out an SDL renderer
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| 54 | bool initUI(int width, int height, unsigned char guiFlags);
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| 55 | void initVulkan(); // Mostly example code
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| 56 | void cleanup(); // Mostly example
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| 57 |
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| 58 | void createVulkanInstance(const vector<const char*>& validationLayers);
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| 59 | void setupDebugMessenger();
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| 60 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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| 61 | void createVulkanSurface();
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| 62 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions); // Double-check, but it should be a copy of my code. Still uses g_Instance and g_Physical device though
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| 63 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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| 64 | void createLogicalDevice(const vector<const char*>& validationLayers,
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| 65 | const vector<const char*>& deviceExtensions); // Only creates the graphics queue. Later, checks that this queue also supports presenting, but this codebase does not seem to support a separate present queue
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| 66 | };
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| 67 |
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| 68 | #endif // _SDL_GAME_H
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