#include "vulkan-game.hpp" #include #include "consts.hpp" #include "logger.hpp" #include "vulkan-utils.hpp" using namespace std; VulkanGame::VulkanGame() { gui = nullptr; window = nullptr; } VulkanGame::~VulkanGame() { } void VulkanGame::run(int width, int height, unsigned char guiFlags) { cout << "DEBUGGING IS " << (ENABLE_VALIDATION_LAYERS ? "ON" : "OFF") << endl; cout << "Vulkan Game" << endl; // This gets the runtime version, use SDL_VERSION() for the comppile-time version // TODO: Create a game-gui function to get the gui version and retrieve it that way SDL_GetVersion(&sdlVersion); // TODO: Refactor the logger api to be more flexible, // esp. since gl_log() and gl_log_err() have issues printing anything besides stirngs restart_gl_log(); gl_log("starting SDL\n%s.%s.%s", to_string(sdlVersion.major).c_str(), to_string(sdlVersion.minor).c_str(), to_string(sdlVersion.patch).c_str()); open_log(); get_log() << "starting SDL" << endl; get_log() << (int)sdlVersion.major << "." << (int)sdlVersion.minor << "." << (int)sdlVersion.patch << endl; if (initWindow(width, height, guiFlags) == RTWO_ERROR) { return; } initVulkan(); mainLoop(); cleanup(); close_log(); } // TODO: Make some more initi functions, or call this initUI if the // amount of things initialized here keeps growing bool VulkanGame::initWindow(int width, int height, unsigned char guiFlags) { // TODO: Put all fonts, textures, and images in the assets folder gui = new GameGui_SDL(); if (gui->init() == RTWO_ERROR) { // TODO: Also print these sorts of errors to the log cout << "UI library could not be initialized!" << endl; cout << gui->getError() << endl; return RTWO_ERROR; } window = (SDL_Window*) gui->createWindow("Vulkan Game", width, height, guiFlags & GUI_FLAGS_WINDOW_FULLSCREEN); if (window == nullptr) { cout << "Window could not be created!" << endl; cout << gui->getError() << endl; return RTWO_ERROR; } cout << "Target window size: (" << width << ", " << height << ")" << endl; cout << "Actual window size: (" << gui->getWindowWidth() << ", " << gui->getWindowHeight() << ")" << endl; renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (renderer == nullptr) { cout << "Renderer could not be created!" << endl; cout << gui->getError() << endl; return RTWO_ERROR; } return RTWO_SUCCESS; } void VulkanGame::initVulkan() { const vector validationLayers = { "VK_LAYER_KHRONOS_validation" }; createVulkanInstance(validationLayers); setupDebugMessenger(); } void VulkanGame::mainLoop() { UIEvent e; bool quit = false; SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); while (!quit) { gui->processEvents(); while (gui->pollEvent(&e)) { switch(e.type) { case UI_EVENT_QUIT: cout << "Quit event detected" << endl; quit = true; break; case UI_EVENT_WINDOW: cout << "Window event detected" << endl; // Currently unused break; case UI_EVENT_KEY: if (e.key.keycode == SDL_SCANCODE_ESCAPE) { quit = true; } else { cout << "Key event detected" << endl; } break; case UI_EVENT_MOUSEBUTTONDOWN: cout << "Mouse button down event detected" << endl; break; case UI_EVENT_MOUSEBUTTONUP: cout << "Mouse button up event detected" << endl; break; case UI_EVENT_MOUSEMOTION: break; default: cout << "Unhandled UI event: " << e.type << endl; } } SDL_RenderClear(renderer); SDL_RenderPresent(renderer); } } void VulkanGame::cleanup() { if (ENABLE_VALIDATION_LAYERS) { VulkanUtils::destroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } vkDestroyInstance(instance, nullptr); SDL_DestroyRenderer(renderer); renderer = nullptr; gui->destroyWindow(); gui->shutdown(); delete gui; } void VulkanGame::createVulkanInstance(const vector &validationLayers) { if (ENABLE_VALIDATION_LAYERS && !VulkanUtils::checkValidationLayerSupport(validationLayers)) { 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 = gui->getRequiredExtensions(); if (ENABLE_VALIDATION_LAYERS) { extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME); } createInfo.enabledExtensionCount = static_cast(extensions.size()); createInfo.ppEnabledExtensionNames = extensions.data(); cout << endl << "Extensions:" << endl; for (const char* extensionName : extensions) { cout << extensionName << endl; } cout << endl; VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo; if (ENABLE_VALIDATION_LAYERS) { 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 VulkanGame::setupDebugMessenger() { if (!ENABLE_VALIDATION_LAYERS) return; VkDebugUtilsMessengerCreateInfoEXT createInfo; populateDebugMessengerCreateInfo(createInfo); if (VulkanUtils::createDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) { throw runtime_error("failed to set up debug messenger!"); } } void VulkanGame::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; } VKAPI_ATTR VkBool32 VKAPI_CALL VulkanGame::debugCallback( VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData) { cerr << "validation layer: " << pCallbackData->pMessage << endl; return VK_FALSE; }