#ifndef _SDL_GAME_H #define _SDL_GAME_H #include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1 #define GLM_FORCE_RIGHT_HANDED #include #include #include "IMGUI/imgui_impl_vulkan.h" #include "consts.hpp" #include "game-gui-sdl.hpp" #include "vulkan-utils.hpp" #include "graphics-pipeline_vulkan.hpp" #include "vulkan-buffer.hpp" using namespace glm; using namespace std; using namespace std::chrono; #define VulkanGame NewVulkanGame #ifdef NDEBUG const bool ENABLE_VALIDATION_LAYERS = false; #else const bool ENABLE_VALIDATION_LAYERS = true; #endif // TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe // by consolidating some and trying to keep new ones to a minimum struct ModelVertex { vec3 pos; vec3 color; vec2 texCoord; vec3 normal; unsigned int objIndex; }; struct LaserVertex { vec3 pos; vec2 texCoord; unsigned int objIndex; }; struct ExplosionVertex { vec3 particleStartVelocity; float particleStartTime; unsigned int objIndex; }; // Currently using these as the dynamic UBO types as well // TODO: Rename them to something more general struct SSBO_ModelObject { alignas(16) mat4 model; }; struct SSBO_Asteroid { alignas(16) mat4 model; alignas(4) float hp; alignas(4) unsigned int deleted; }; struct UBO_VP_mats { alignas(16) mat4 view; alignas(16) mat4 proj; }; // TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class // Also, probably better to make this a vector of structs where each struct // has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo // TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer struct BufferSet { vector buffers; vector memory; vector infoSet; VkBufferUsageFlags usages; VkMemoryPropertyFlags properties; }; // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference // TODO: Create a typedef for index type so I can easily change uin16_t to something else later // TODO: Maybe create a typedef for each of the templated SceneObject types template struct SceneObject { vector vertices; vector indices; mat4 model_base; mat4 model_transform; // TODO: Figure out if I should make child classes that have these fields instead of putting them in the // parent class vec3 center; // currently only matters for asteroids float radius; // currently only matters for asteroids // Move the targetAsteroid stuff out of this class since it is very specific to lasers // and makes moving SceneObject into its own header file more problematic SceneObject* targetAsteroid; // currently only used for lasers }; // TODO: Figure out how to include an optional ssbo parameter for each object // Could probably use the same approach to make indices optional // Figure out if there are sufficient use cases to make either of these optional or is it fine to make // them mandatory // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime // TODO: Maybe move this to a different header enum UIValueType { UIVALUE_INT, UIVALUE_DOUBLE, }; struct UIValue { UIValueType type; string label; void* value; UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {} }; class VulkanGame { public: VulkanGame(); ~VulkanGame(); void run(int width, int height, unsigned char guiFlags); private: static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback( VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData); // TODO: Maybe pass these in as parameters to some Camera class const float NEAR_CLIP = 0.1f; const float FAR_CLIP = 100.0f; const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg bool done; vec3 cam_pos; // TODO: Good place to start using smart pointers GameGui* gui; SDL_version sdlVersion; SDL_Window* window; VkInstance instance; VkDebugUtilsMessengerEXT debugMessenger; VkSurfaceKHR vulkanSurface; VkPhysicalDevice physicalDevice; VkDevice device; VkQueue graphicsQueue; VkQueue presentQueue; // TODO: Maybe make a swapchain struct for convenience VkSurfaceFormatKHR swapChainSurfaceFormat; VkPresentModeKHR swapChainPresentMode; VkExtent2D swapChainExtent; uint32_t swapChainMinImageCount; uint32_t swapChainImageCount; VkSwapchainKHR swapChain; vector swapChainImages; vector swapChainImageViews; vector swapChainFramebuffers; VkRenderPass renderPass; VkCommandPool resourceCommandPool; vector commandPools; vector commandBuffers; VulkanImage depthImage; // These are per frame vector imageAcquiredSemaphores; vector renderCompleteSemaphores; // These are per swap chain image vector inFlightFences; uint32_t imageIndex; uint32_t currentFrame; bool shouldRecreateSwapChain; VkSampler textureSampler; VulkanImage floorTextureImage; VkDescriptorImageInfo floorTextureImageDescriptor; mat4 viewMat, projMat; // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now VkDescriptorPool imguiDescriptorPool; // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures // while working on graphics-library. Double-check exactly what this was and note it down here. // Basically, I think the point was that if I have several models that all use the same shaders and, therefore, // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures GraphicsPipeline_Vulkan modelPipeline; BufferSet uniformBuffers_modelPipeline; BufferSet objectBuffers_modelPipeline; VulkanBuffer uniforms_modelPipeline; VulkanBuffer objects_modelPipeline; // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo // per pipeline. // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like // the objects vector, the ubo, and the ssbo // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one // if there is a need to add other uniform variables to one or more of the shaders vector> modelObjects; /*** High-level vars ***/ // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places void (VulkanGame::* currentRenderScreenFn)(int width, int height); map> valueLists; int score; float fps; // TODO: Make a separate singleton Timer class time_point startTime; float fpsStartTime, curTime, prevTime, elapsedTime; int frameCount; /*** Functions ***/ bool initUI(int width, int height, unsigned char guiFlags); void initVulkan(); void initGraphicsPipelines(); void initMatrices(); void renderLoop(); void updateScene(); void cleanup(); void createVulkanInstance(const vector& validationLayers); void setupDebugMessenger(); void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo); void createVulkanSurface(); void pickPhysicalDevice(const vector& deviceExtensions); bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector& deviceExtensions); void createLogicalDevice(const vector& validationLayers, const vector& deviceExtensions); void chooseSwapChainProperties(); void createSwapChain(); void createImageViews(); void createResourceCommandPool(); void createImageResources(); VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section void createRenderPass(); void createCommandPools(); void createFramebuffers(); void createCommandBuffers(); void createSyncObjects(); void createTextureSampler(); void initImGuiOverlay(); void cleanupImGuiOverlay(); // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties, BufferSet& set); void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue, bool copyData); // TODO: Since addObject() returns a reference to the new object now, // stop using objects.back() to access the object that was just created template SceneObject& addObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, const vector& vertices, vector indices, VulkanBuffer& objectBuffer, SSBOType ssbo); template vector addObjectIndex(unsigned int objIndex, vector vertices); template vector addVertexNormals(vector vertices); template void centerObject(SceneObject& object); void renderFrame(ImDrawData* draw_data); void presentFrame(); void recreateSwapChain(); void cleanupSwapChain(); /*** High-level functions ***/ void renderMainScreen(int width, int height); void renderGameScreen(int width, int height); void initGuiValueLists(map>& valueLists); void renderGuiValueList(vector& values); void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height)); void quitGame(); }; // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change // the model matrix later by setting model_transform and then calculating the new ssbo.model. // Figure out a better way to allow the model matrix to be set during object creation template SceneObject& VulkanGame::addObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, const vector& vertices, vector indices, VulkanBuffer& objectBuffer, SSBOType ssbo) { // TODO: Use the model field of ssbo to set the object's model_base // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated size_t numVertices = pipeline.getNumVertices(); for (uint16_t& idx : indices) { idx += numVertices; } objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) }); objectBuffer.add(ssbo); SceneObject& obj = objects.back(); // TODO: Specify whether to center the object outside of this function or, worst case, maybe // with a boolean being passed in here, so that I don't have to rely on checking the specific object // type // TODO: Actually, I've already defined a no-op centerObject method for explosions // Maybe I should do the same for lasers and remove this conditional altogether if (!is_same_v && !is_same_v) { centerObject(obj); } pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue); return obj; } template vector VulkanGame::addObjectIndex(unsigned int objIndex, vector vertices) { for (VertexType& vertex : vertices) { vertex.objIndex = objIndex; } return vertices; } template vector VulkanGame::addVertexNormals(vector vertices) { for (unsigned int i = 0; i < vertices.size(); i += 3) { vec3 p1 = vertices[i].pos; vec3 p2 = vertices[i + 1].pos; vec3 p3 = vertices[i + 2].pos; vec3 normal = normalize(cross(p2 - p1, p3 - p1)); // Add the same normal for all 3 vertices vertices[i].normal = normal; vertices[i + 1].normal = normal; vertices[i + 2].normal = normal; } return vertices; } template void VulkanGame::centerObject(SceneObject& object) { vector& vertices = object.vertices; float min_x = vertices[0].pos.x; float max_x = vertices[0].pos.x; float min_y = vertices[0].pos.y; float max_y = vertices[0].pos.y; float min_z = vertices[0].pos.z; float max_z = vertices[0].pos.z; // start from the second point for (unsigned int i = 1; i < vertices.size(); i++) { vec3& pos = vertices[i].pos; if (min_x > pos.x) { min_x = pos.x; } else if (max_x < pos.x) { max_x = pos.x; } if (min_y > pos.y) { min_y = pos.y; } else if (max_y < pos.y) { max_y = pos.y; } if (min_z > pos.z) { min_z = pos.z; } else if (max_z < pos.z) { max_z = pos.z; } } vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f; for (unsigned int i = 0; i < vertices.size(); i++) { vertices[i].pos -= center; } object.radius = std::max(max_x - center.x, max_y - center.y); object.radius = std::max(object.radius, max_z - center.z); object.center = vec3(0.0f, 0.0f, 0.0f); } #endif // _SDL_GAME_H