source: opengl-game/sdl-game.hpp@ 58453c3

feature/imgui-sdl
Last change on this file since 58453c3 was 58453c3, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Remove the swapChainImages parameter from the GraphicsPipeline_Vulkan constructor and modify createDescriptorPool(), createDescriptorSets(), and updateDescriptorInfo() to accept a size paramter instead of accepting a vector of swap chain images and getting the size from that

  • Property mode set to 100644
File size: 16.9 KB
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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 "vulkan-utils.hpp"
23#include "vulkan-buffer.hpp"
24#include "graphics-pipeline_vulkan.hpp"
25#include "game-gui-sdl.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
62struct SSBO_ModelObject {
63 alignas(16) mat4 model;
64};
65
66struct SSBO_Asteroid {
67 alignas(16) mat4 model;
68 alignas(4) float hp;
69 alignas(4) unsigned int deleted;
70};
71
72struct UBO_VP_mats {
73 alignas(16) mat4 view;
74 alignas(16) mat4 proj;
75};
76
77// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
78// Also, probably better to make this a vector of structs where each struct
79// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
80// TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
81struct BufferSet {
82 vector<VkBuffer> buffers;
83 vector<VkDeviceMemory> memory;
84 vector<VkDescriptorBufferInfo> infoSet;
85};
86
87// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
88// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
89// TODO: Maybe create a typedef for each of the templated SceneObject types
90template<class VertexType, class SSBOType>
91struct SceneObject {
92 vector<VertexType> vertices;
93 vector<uint16_t> indices;
94 SSBOType ssbo;
95
96 mat4 model_base;
97 mat4 model_transform;
98
99 bool modified;
100
101 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
102 // parent class
103 vec3 center; // currently only matters for asteroids
104 float radius; // currently only matters for asteroids
105 SceneObject<ModelVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
106};
107
108// TODO: Have to figure out how to include an optional ssbo parameter for each object
109// Could probably use the same approach to make indices optional
110// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
111// them mamdatory
112
113
114// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
115
116// TODO: Maybe move this to a different header
117
118enum UIValueType {
119 UIVALUE_INT,
120 UIVALUE_DOUBLE,
121};
122
123struct UIValue {
124 UIValueType type;
125 string label;
126 void* value;
127
128 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
129};
130
131class VulkanGame {
132
133 public:
134
135 VulkanGame();
136 ~VulkanGame();
137
138 void run(int width, int height, unsigned char guiFlags);
139
140 private:
141
142 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
143 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
144 VkDebugUtilsMessageTypeFlagsEXT messageType,
145 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
146 void* pUserData);
147
148 // TODO: Maybe pass these in as parameters to some Camera class
149 const float NEAR_CLIP = 0.1f;
150 const float FAR_CLIP = 100.0f;
151 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
152
153 bool done;
154
155 vec3 cam_pos;
156
157 // TODO: Good place to start using smart pointers
158 GameGui* gui;
159
160 SDL_version sdlVersion;
161 SDL_Window* window;
162
163 VkInstance instance;
164 VkDebugUtilsMessengerEXT debugMessenger;
165 VkSurfaceKHR vulkanSurface;
166 VkPhysicalDevice physicalDevice;
167 VkDevice device;
168
169 VkQueue graphicsQueue;
170 VkQueue presentQueue;
171
172 // TODO: Maybe make a swapchain struct for convenience
173 VkSurfaceFormatKHR swapChainSurfaceFormat;
174 VkPresentModeKHR swapChainPresentMode;
175 VkExtent2D swapChainExtent;
176 uint32_t swapChainMinImageCount;
177 uint32_t swapChainImageCount;
178
179 VkSwapchainKHR swapChain;
180 vector<VkImage> swapChainImages;
181 vector<VkImageView> swapChainImageViews;
182 vector<VkFramebuffer> swapChainFramebuffers;
183
184 VkRenderPass renderPass;
185
186 VkCommandPool resourceCommandPool;
187
188 vector<VkCommandPool> commandPools;
189 vector<VkCommandBuffer> commandBuffers;
190
191 VulkanImage depthImage;
192
193 // These are per frame
194 vector<VkSemaphore> imageAcquiredSemaphores;
195 vector<VkSemaphore> renderCompleteSemaphores;
196
197 // These are per swap chain image
198 vector<VkFence> inFlightFences;
199
200 uint32_t imageIndex;
201 uint32_t currentFrame;
202
203 bool shouldRecreateSwapChain;
204
205 VkSampler textureSampler;
206
207 VulkanImage floorTextureImage;
208 VkDescriptorImageInfo floorTextureImageDescriptor;
209
210 mat4 viewMat, projMat;
211
212 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
213 VkDescriptorPool imguiDescriptorPool;
214
215 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
216 // while working on graphics-library. Double-check exactly what this was and note it down here.
217 // Basically, I think the point was that if I have several models that all use the same shaders and, therefore,
218 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
219 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
220 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
221
222 BufferSet storageBuffers_modelPipeline;
223 VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
224 BufferSet uniformBuffers_modelPipeline;
225
226 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
227 // per pipeline.
228 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
229 // the objects vector, the ubo, and the ssbo
230
231 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
232 // if there is a need to add other uniform variables to one or more of the shaders
233
234 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
235
236 UBO_VP_mats object_VP_mats;
237
238 /*** High-level vars ***/
239
240 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
241 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
242
243 map<string, vector<UIValue>> valueLists;
244
245 int score;
246 float fps;
247
248 // TODO: Make a separate singleton Timer class
249 time_point<steady_clock> startTime;
250 float fpsStartTime, curTime, prevTime, elapsedTime;
251
252 int frameCount;
253
254 /*** Functions ***/
255
256 bool initUI(int width, int height, unsigned char guiFlags);
257 void initVulkan();
258 void initGraphicsPipelines();
259 void initMatrices();
260 void renderLoop();
261 void updateScene();
262 void cleanup();
263
264 void createVulkanInstance(const vector<const char*>& validationLayers);
265 void setupDebugMessenger();
266 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
267 void createVulkanSurface();
268 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
269 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
270 void createLogicalDevice(const vector<const char*>& validationLayers,
271 const vector<const char*>& deviceExtensions);
272 void chooseSwapChainProperties();
273 void createSwapChain();
274 void createImageViews();
275 void createResourceCommandPool();
276 void createImageResources();
277 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
278 void createRenderPass();
279 void createCommandPools();
280 void createFramebuffers();
281 void createCommandBuffers();
282 void createSyncObjects();
283
284 void createTextureSampler();
285
286 void initImGuiOverlay();
287 void cleanupImGuiOverlay();
288
289 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
290
291 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags, VkMemoryPropertyFlags properties,
292 BufferSet& set);
293
294 template<class VertexType, class SSBOType>
295 void resizeBufferSet(BufferSet& set, VulkanBuffer<SSBOType>& buffer,
296 GraphicsPipeline_Vulkan<VertexType>& pipeline, VkCommandPool commandPool,
297 VkQueue graphicsQueue);
298
299 template<class SSBOType>
300 void updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo);
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, SSBOType>& addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
306 GraphicsPipeline_Vulkan<VertexType>& pipeline,
307 const vector<VertexType>& vertices, vector<uint16_t> indices,
308 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, class SSBOType>
317 void centerObject(SceneObject<VertexType, SSBOType>& object);
318
319 template<class VertexType, class SSBOType>
320 void updateObject(SceneObject<VertexType, SSBOType>& obj);
321
322 void renderFrame(ImDrawData* draw_data);
323 void presentFrame();
324
325 void recreateSwapChain();
326
327 void cleanupSwapChain();
328
329 /*** High-level functions ***/
330
331 void renderMainScreen(int width, int height);
332 void renderGameScreen(int width, int height);
333
334 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
335 void renderGuiValueList(vector<UIValue>& values);
336
337 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
338 void quitGame();
339};
340
341template<class VertexType, class SSBOType>
342void VulkanGame::resizeBufferSet(BufferSet& set, VulkanBuffer<SSBOType>& buffer,
343 GraphicsPipeline_Vulkan<VertexType>& pipeline, VkCommandPool commandPool,
344 VkQueue graphicsQueue) {
345 size_t numObjects = buffer.numObjects < buffer.capacity ? buffer.numObjects : buffer.capacity;
346
347 do {
348 buffer.capacity *= 2;
349 } while (buffer.capacity < buffer.numObjects);
350
351 VkDeviceSize bufferSize = buffer.capacity * sizeof(SSBOType);
352
353 for (size_t i = 0; i < set.buffers.size(); i++) {
354 VkBuffer newStorageBuffer;
355 VkDeviceMemory newStorageBufferMemory;
356
357 VulkanUtils::createBuffer(device, physicalDevice, bufferSize,
358 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
359 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
360 newStorageBuffer, newStorageBufferMemory);
361
362 VulkanUtils::copyBuffer(device, commandPool, set.buffers[i], newStorageBuffer,
363 0, 0, numObjects * sizeof(SSBOType), graphicsQueue);
364
365 vkDestroyBuffer(device, set.buffers[i], nullptr);
366 vkFreeMemory(device, set.memory[i], nullptr);
367
368 set.buffers[i] = newStorageBuffer;
369 set.memory[i] = newStorageBufferMemory;
370
371 set.infoSet[i].buffer = set.buffers[i];
372 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
373 set.infoSet[i].range = bufferSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
374 }
375
376 // Assume the SSBO is always the 2nd binding
377 // TODO: Figure out a way to make this more flexible
378 pipeline.updateDescriptorInfo(1, &set.infoSet, swapChainImages.size());
379}
380
381// TODO: See if it makes sense to pass in the current swapchain index instead of updating all of them
382template<class SSBOType>
383void VulkanGame::updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo) {
384 for (size_t i = 0; i < set.memory.size(); i++) {
385 VulkanUtils::copyDataToMemory(device, ssbo, set.memory[i], objIndex * sizeof(SSBOType));
386 }
387}
388
389// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
390// and to change the model matrix later by setting model_transform and then calling updateObject()
391// Figure out a better way to allow the model matrix to be set during object creation
392template<class VertexType, class SSBOType>
393SceneObject<VertexType, SSBOType>& VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
394 GraphicsPipeline_Vulkan<VertexType>& pipeline,
395 const vector<VertexType>& vertices, vector<uint16_t> indices,
396 SSBOType ssbo) {
397 // TODO: Use the model field of ssbo to set the object's model_base
398 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
399 size_t numVertices = pipeline.getNumVertices();
400
401 for (uint16_t& idx : indices) {
402 idx += numVertices;
403 }
404
405 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
406
407 SceneObject<VertexType, SSBOType>& obj = objects.back();
408
409 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
410 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
411 // type
412 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
413 centerObject(obj);
414 }
415
416 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
417
418 return obj;
419}
420
421template<class VertexType>
422vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
423 for (VertexType& vertex : vertices) {
424 vertex.objIndex = objIndex;
425 }
426
427 return vertices;
428}
429
430template<class VertexType>
431vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
432 for (unsigned int i = 0; i < vertices.size(); i += 3) {
433 vec3 p1 = vertices[i].pos;
434 vec3 p2 = vertices[i + 1].pos;
435 vec3 p3 = vertices[i + 2].pos;
436
437 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
438
439 // Add the same normal for all 3 vertices
440 vertices[i].normal = normal;
441 vertices[i + 1].normal = normal;
442 vertices[i + 2].normal = normal;
443 }
444
445 return vertices;
446}
447
448template<class VertexType, class SSBOType>
449void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
450 vector<VertexType>& vertices = object.vertices;
451
452 float min_x = vertices[0].pos.x;
453 float max_x = vertices[0].pos.x;
454 float min_y = vertices[0].pos.y;
455 float max_y = vertices[0].pos.y;
456 float min_z = vertices[0].pos.z;
457 float max_z = vertices[0].pos.z;
458
459 // start from the second point
460 for (unsigned int i = 1; i < vertices.size(); i++) {
461 vec3& pos = vertices[i].pos;
462
463 if (min_x > pos.x) {
464 min_x = pos.x;
465 }
466 else if (max_x < pos.x) {
467 max_x = pos.x;
468 }
469
470 if (min_y > pos.y) {
471 min_y = pos.y;
472 }
473 else if (max_y < pos.y) {
474 max_y = pos.y;
475 }
476
477 if (min_z > pos.z) {
478 min_z = pos.z;
479 }
480 else if (max_z < pos.z) {
481 max_z = pos.z;
482 }
483 }
484
485 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
486
487 for (unsigned int i = 0; i < vertices.size(); i++) {
488 vertices[i].pos -= center;
489 }
490
491 object.radius = std::max(max_x - center.x, max_y - center.y);
492 object.radius = std::max(object.radius, max_z - center.z);
493
494 object.center = vec3(0.0f, 0.0f, 0.0f);
495}
496
497// TODO: Just pass in the single object instead of a list of all of them
498template<class VertexType, class SSBOType>
499void VulkanGame::updateObject(SceneObject<VertexType, SSBOType>& obj) {
500 obj.ssbo.model = obj.model_transform * obj.model_base;
501 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
502
503 obj.modified = false;
504}
505
506#endif // _SDL_GAME_H
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