#include #include #include //#define _USE_MATH_DEFINES // Will be needed when/if I need to # include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include #include #include #include #include #include "game-gui-sdl.hpp" using namespace std; using namespace glm; const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT = 600; const vector validationLayers = { "VK_LAYER_KHRONOS_validation" }; #ifdef NDEBUG const bool enableValidationLayers = false; #else const bool enableValidationLayers = true; #endif struct QueueFamilyIndices { optional graphicsFamily; optional presentFamily; bool isComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback( VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData) { cerr << "validation layer: " << pCallbackData->pMessage << endl; return VK_FALSE; } VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pDebugMessenger) { auto func = (PFN_vkCreateDebugUtilsMessengerEXT) vkGetInstanceProcAddr( instance, "vkCreateDebugUtilsMessengerEXT"); if (func != nullptr) { return func(instance, pCreateInfo, pAllocator, pDebugMessenger); } else { return VK_ERROR_EXTENSION_NOT_PRESENT; } } void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT debugMessenger, const VkAllocationCallbacks* pAllocator) { auto func = (PFN_vkDestroyDebugUtilsMessengerEXT) vkGetInstanceProcAddr( instance, "vkDestroyDebugUtilsMessengerEXT"); if (func != nullptr) { func(instance, debugMessenger, pAllocator); } } class VulkanGame { public: void run() { if (initWindow() == RTWO_ERROR) { return; } initVulkan(); mainLoop(); cleanup(); } private: GameGui* gui = new GameGui_SDL(); SDL_Window* window = nullptr; VkInstance instance; VkDebugUtilsMessengerEXT debugMessenger; VkSurfaceKHR surface; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device; VkQueue graphicsQueue; VkQueue presentQueue; // both SDL and GLFW create window functions return NULL on failure bool initWindow() { if (gui->Init() == RTWO_ERROR) { cout << "UI library could not be initialized!" << endl; return RTWO_ERROR; } else { // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES, // otherwise you will not receive a High DPI OpenGL canvas. // TODO: Move this into some generic method in game-gui-sdl window = SDL_CreateWindow("Vulkan Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN); if (window == nullptr) { cout << "Window could not be created!" << endl; return RTWO_ERROR; } else { return RTWO_SUCCESS; } } } void initVulkan() { createInstance(); setupDebugMessenger(); createSurface(); pickPhysicalDevice(); createLogicalDevice(); } void createInstance() { if (enableValidationLayers && !checkValidationLayerSupport()) { throw runtime_error("validation layers requested, but not available!"); } VkApplicationInfo appInfo = {}; appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; appInfo.pApplicationName = "Vulkan Game"; appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0); appInfo.pEngineName = "No Engine"; appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0); appInfo.apiVersion = VK_API_VERSION_1_0; VkInstanceCreateInfo createInfo = {}; createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; createInfo.pApplicationInfo = &appInfo; vector extensions = getRequiredExtensions(); createInfo.enabledExtensionCount = static_cast(extensions.size()); createInfo.ppEnabledExtensionNames = extensions.data(); cout << endl << "SDL extensions:" << endl; for (const char* extensionName : extensions) { cout << extensionName << endl; } cout << endl; VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo; if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); populateDebugMessengerCreateInfo(debugCreateInfo); createInfo.pNext = &debugCreateInfo; } else { createInfo.enabledLayerCount = 0; createInfo.pNext = nullptr; } if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) { throw runtime_error("failed to create instance!"); } } void setupDebugMessenger() { if (!enableValidationLayers) return; VkDebugUtilsMessengerCreateInfoEXT createInfo; populateDebugMessengerCreateInfo(createInfo); if (CreateDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) { throw runtime_error("failed to setup debug messenger!"); } } void createSurface() { //SDL_Surface* screenSurface = nullptr; if (!SDL_Vulkan_CreateSurface(window, instance, &surface)) { throw runtime_error("failed to create window surface!"); } /* if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw runtime_error("failed to create window surface!"); } */ } void pickPhysicalDevice() { uint32_t deviceCount = 0; vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr); if (deviceCount == 0) { throw runtime_error("failed to find GPUs with Vulkan support!"); } vector devices(deviceCount); vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data()); cout << endl << "Graphics cards:" << endl; for (const VkPhysicalDevice& device : devices) { if (isDeviceSuitable(device)) { physicalDevice = device; break; } } cout << endl; if (physicalDevice == VK_NULL_HANDLE) { throw runtime_error("failed to find a suitable GPU!"); } } bool isDeviceSuitable(VkPhysicalDevice device) { VkPhysicalDeviceProperties deviceProperties; VkPhysicalDeviceFeatures deviceFeatures; vkGetPhysicalDeviceProperties(device, &deviceProperties); vkGetPhysicalDeviceFeatures(device, &deviceFeatures); cout << "Device: " << deviceProperties.deviceName << endl; QueueFamilyIndices indices = findQueueFamilies(device); return indices.isComplete(); } void createLogicalDevice() { QueueFamilyIndices indices = findQueueFamilies(physicalDevice); vector queueCreateInfos; set uniqueQueueFamilies = {indices.graphicsFamily.value(), indices.presentFamily.value()}; float queuePriority = 1.0f; for (uint32_t queueFamily : uniqueQueueFamilies) { VkDeviceQueueCreateInfo queueCreateInfo = {}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = queueFamily; queueCreateInfo.queueCount = 1; queueCreateInfo.pQueuePriorities = &queuePriority; queueCreateInfos.push_back(queueCreateInfo); } VkPhysicalDeviceFeatures deviceFeatures = {}; VkDeviceCreateInfo createInfo = {}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; createInfo.queueCreateInfoCount = static_cast(queueCreateInfos.size());; createInfo.pQueueCreateInfos = queueCreateInfos.data(); createInfo.pEnabledFeatures = &deviceFeatures; createInfo.enabledExtensionCount = 0; // These fields are ignored by up-to-date Vulkan implementations, // but it's a good idea to set them for backwards compatibility if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); } else { createInfo.enabledLayerCount = 0; } if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw runtime_error("failed to create logical device!"); } vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue); } bool checkValidationLayerSupport() { uint32_t layerCount; vkEnumerateInstanceLayerProperties(&layerCount, nullptr); vector availableLayers(layerCount); vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data()); for (const char* layerName : validationLayers) { bool layerFound = false; for (const auto& layerProperties : availableLayers) { if (strcmp(layerName, layerProperties.layerName) == 0) { layerFound = true; break; } } if (!layerFound) { return false; } } return true; } QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) { QueueFamilyIndices indices; uint32_t queueFamilyCount = 0; vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr); vector queueFamilies(queueFamilyCount); vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data()); int i = 0; for (const auto& queueFamily : queueFamilies) { if (queueFamily.queueCount > 0 && queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) { indices.graphicsFamily = i; } VkBool32 presentSupport = false; vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport); if (queueFamily.queueCount > 0 && presentSupport) { indices.presentFamily = i; } if (indices.isComplete()) { break; } i++; } return indices; } void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) { createInfo = {}; createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT; createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT; createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT; createInfo.pfnUserCallback = debugCallback; } vector getRequiredExtensions() { uint32_t extensionCount = 0; SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr); vector extensions(extensionCount); SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data()); if (enableValidationLayers) { extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME); } return extensions; } void mainLoop() { // TODO: Create some generic event-handling functions in game-gui-* SDL_Event e; bool quit = false; /* screenSurface = SDL_GetWindowSurface(window); cout << "Got here" << endl; cout << (screenSurface == nullptr ? "true" : "false") << endl; SDL_FillRect(screenSurface, nullptr, SDL_MapRGB(screenSurface->format, 0xFF, 0xFF, 0xFF)); cout << "Filled" << endl; SDL_UpdateWindowSurface(window); cout << "Updated" << endl; */ while (!quit) { while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { quit = true; } if (e.type == SDL_KEYDOWN) { quit = true; } if (e.type == SDL_MOUSEBUTTONDOWN) { quit = true; } } } } void cleanup() { vkDestroyDevice(device, nullptr); if (enableValidationLayers) { DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } vkDestroySurfaceKHR(instance, surface, nullptr); vkDestroyInstance(instance, nullptr); // TODO: Move this into some generic method in game-gui-sdl SDL_DestroyWindow(window); gui->Shutdown(); delete gui; } }; int main(int argc, char* argv[]) { #ifdef NDEBUG cout << "DEBUGGING IS OFF" << endl; #else cout << "DEBUGGING IS ON" << endl; #endif mat4 matrix; vec4 vec; vec4 test = matrix * vec; cout << "Starting Vulkan game..." << endl; VulkanGame game; try { game.run(); } catch (const exception& e) { cerr << e.what() << endl; return EXIT_FAILURE; } cout << "Finished running the game" << endl; return EXIT_SUCCESS; }