source: opengl-game/vulkan-game.hpp@ 2ff4d3e

feature/imgui-sdl points-test
Last change on this file since 2ff4d3e was 22217d4, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Make the view and projection matrices instaces variables of the VulkanGame class

  • Property mode set to 100644
File size: 11.9 KB
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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[0807aeb]4#include <chrono>
5
[60578ce]6#define GLM_FORCE_RADIANS
7#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]8#define GLM_FORCE_RIGHT_HANDED
[60578ce]9
[771b33a]10#include <glm/glm.hpp>
[15104a8]11#include <glm/gtc/matrix_transform.hpp>
[771b33a]12
[0df3c9a]13#include "game-gui-sdl.hpp"
[7d2b0b9]14#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]15
[b794178]16#include "vulkan-utils.hpp"
17
[15104a8]18using namespace glm;
[0807aeb]19using namespace std::chrono;
[15104a8]20
[2e77b3f]21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
[5a1ace0]27struct OverlayVertex {
[15104a8]28 vec3 pos;
29 vec2 texCoord;
[771b33a]30};
31
[5a1ace0]32struct ModelVertex {
[15104a8]33 vec3 pos;
[5a1ace0]34 vec3 color;
[15104a8]35 vec2 texCoord;
[5a1ace0]36 unsigned int objIndex;
[15104a8]37};
38
[3782d66]39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
[06d959f]42 vec3 normal;
[cf727ca]43 unsigned int objIndex;
[3782d66]44};
45
[3e8cc8b]46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
[0fe8433]53// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
54// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
[2d87297]55template<class VertexType, class SSBOType>
[0fe8433]56struct SceneObject {
57 vector<VertexType> vertices;
58 vector<uint16_t> indices;
[2d87297]59 SSBOType ssbo;
[0fe8433]60
61 mat4 model_base;
62 mat4 model_transform;
[3b84bb6]63 vec3 center;
64 float radius;
[0fe8433]65};
66
[055750a]67struct UBO_VP_mats {
[15104a8]68 alignas(16) mat4 view;
69 alignas(16) mat4 proj;
[771b33a]70};
71
[2d87297]72struct SSBO_ModelObject {
[055750a]73 alignas(16) mat4 model;
74};
75
[2d87297]76struct SSBO_Asteroid {
[3e8cc8b]77 alignas(16) mat4 model;
78 alignas(4) float hp;
[4ece3bf]79 alignas(4) unsigned int deleted;
[3e8cc8b]80};
81
[2da64ef]82// Have to figure out how to include an optional ssbo parameter for each object
83// Could probably use the same approach to make indices optional
84
[99d44b2]85class VulkanGame {
[e8ebc76]86 public:
[34bdf3a]87 VulkanGame(int maxFramesInFlight);
[99d44b2]88 ~VulkanGame();
[0df3c9a]89
[b6e60b4]90 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]91
92 private:
[34bdf3a]93 const int MAX_FRAMES_IN_FLIGHT;
94
[5ab1b20]95 const float NEAR_CLIP = 0.1f;
96 const float FAR_CLIP = 100.0f;
[60578ce]97 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]98
[15104a8]99 vec3 cam_pos;
100
[0df3c9a]101 GameGui* gui;
[c559904]102
103 SDL_version sdlVersion;
[b794178]104 SDL_Window* window = nullptr;
105 SDL_Renderer* renderer = nullptr;
106
107 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]108
109 VkInstance instance;
110 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]111 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]112 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]113 VkDevice device;
114
115 VkQueue graphicsQueue;
116 VkQueue presentQueue;
[0df3c9a]117
[502bd0b]118 VkSwapchainKHR swapChain;
119 vector<VkImage> swapChainImages;
120 VkFormat swapChainImageFormat;
[603b5bc]121 VkExtent2D swapChainExtent;
[f94eea9]122 vector<VkImageView> swapChainImageViews;
[603b5bc]123 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]124
[6fc24c7]125 VkRenderPass renderPass;
[fa9fa1c]126 VkCommandPool commandPool;
[603b5bc]127 vector<VkCommandBuffer> commandBuffers;
[502bd0b]128
[603b5bc]129 VulkanImage depthImage;
[b794178]130
131 VkSampler textureSampler;
132
[0fe8433]133 VulkanImage floorTextureImage;
134 VkDescriptorImageInfo floorTextureImageDescriptor;
135
136 VulkanImage sdlOverlayImage;
137 VkDescriptorImageInfo sdlOverlayImageDescriptor;
138
139 TTF_Font* font;
140 SDL_Texture* fontSDLTexture;
141
142 SDL_Texture* imageSDLTexture;
143
144 vector<VkSemaphore> imageAvailableSemaphores;
145 vector<VkSemaphore> renderFinishedSemaphores;
146 vector<VkFence> inFlightFences;
147
148 size_t currentFrame;
149
150 bool framebufferResized;
151
[22217d4]152 mat4 viewMat, projMat;
153
[2d87297]154 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
155 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
[0fe8433]156
[860a0da]157 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
158 // per pipeline.
159 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
160 // the objects vector, the ubo, and the ssbo
161
[2d87297]162 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
163 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]164
[d25381b]165 vector<VkBuffer> uniformBuffers_modelPipeline;
166 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
167 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]168
[0fe8433]169 UBO_VP_mats object_VP_mats;
170
[2d87297]171 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
172 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]173
[3782d66]174 vector<VkBuffer> uniformBuffers_shipPipeline;
175 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
176 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
177
[0fe8433]178 UBO_VP_mats ship_VP_mats;
[0e09340]179
[2d87297]180 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
181 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]182
183 vector<VkBuffer> uniformBuffers_asteroidPipeline;
184 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
185 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
186
187 UBO_VP_mats asteroid_VP_mats;
188
[0807aeb]189 time_point<steady_clock> startTime;
190 float curTime, prevTime, elapsedTime;
191
192 float shipSpeed = 0.5f;
193 float asteroidSpeed = 2.0f;
194
195 float spawnRate_asteroid = 0.5;
196 float lastSpawn_asteroid;
[4ece3bf]197
[b6e60b4]198 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]199 void initVulkan();
[f97c5e7]200 void initGraphicsPipelines();
[15104a8]201 void initMatrices();
[0df3c9a]202 void mainLoop();
[8e02b6b]203 void updateScene(uint32_t currentImage);
[a0c5f28]204 void renderUI();
205 void renderScene();
[0df3c9a]206 void cleanup();
[c1d9b2a]207
208 void createVulkanInstance(const vector<const char*> &validationLayers);
209 void setupDebugMessenger();
210 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]211 void createVulkanSurface();
[fe5c3ba]212 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]213 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]214 void createLogicalDevice(
215 const vector<const char*> validationLayers,
216 const vector<const char*>& deviceExtensions);
[502bd0b]217 void createSwapChain();
[f94eea9]218 void createImageViews();
[6fc24c7]219 void createRenderPass();
220 VkFormat findDepthFormat();
[fa9fa1c]221 void createCommandPool();
[603b5bc]222 void createImageResources();
223
[b794178]224 void createTextureSampler();
[603b5bc]225 void createFramebuffers();
226 void createCommandBuffers();
[34bdf3a]227 void createSyncObjects();
[f94eea9]228
[2d87297]229 template<class VertexType, class SSBOType>
230 void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
231 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]232 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
233 bool pipelinesCreated);
[0fe8433]234
[2da64ef]235 template<class VertexType, class SSBOType>
236 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
237 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
238
[06d959f]239 template<class VertexType>
240 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
241
[cf727ca]242 template<class VertexType>
243 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
244
[3b84bb6]245 template<class VertexType, class SSBOType>
246 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]247
[055750a]248 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
249 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]250
[d2d9286]251 void recreateSwapChain();
252
[c1c2021]253 void cleanupSwapChain();
[c1d9b2a]254
255 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
256 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
257 VkDebugUtilsMessageTypeFlagsEXT messageType,
258 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
259 void* pUserData);
[e8ebc76]260};
261
[3b84bb6]262// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
263// and to change the model matrix later by setting model_transform and then calling updateObject()
264// Figure out a better way to allow the model matrix to be set during objecting creation
[2d87297]265template<class VertexType, class SSBOType>
266void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
267 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]268 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
269 bool pipelinesCreated) {
[0fe8433]270 size_t numVertices = pipeline.getNumVertices();
271
272 for (uint16_t& idx : indices) {
273 idx += numVertices;
274 }
275
[2d87297]276 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
[3b84bb6]277 centerObject(objects.back());
278
279 bool storageBufferResized = pipeline.addObject(vertices, indices, ssbo, commandPool, graphicsQueue);
[0fe8433]280
[3b84bb6]281 if (pipelinesCreated) {
[44f23af]282 vkDeviceWaitIdle(device);
283 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
284
285 // TODO: The pipeline recreation only has to be done once per frame where at least
286 // one SSBO is resized.
287 // Refactor the logic to check for any resized SSBOs after all objects for the frame
288 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]289 if (storageBufferResized) {
[44f23af]290 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
291 pipeline.createDescriptorPool(swapChainImages);
292 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]293 }
294
295 createCommandBuffers();
296 }
[0fe8433]297}
298
[0807aeb]299// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]300template<class VertexType, class SSBOType>
301void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
302 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
303 SceneObject<VertexType, SSBOType>& obj = objects[index];
304
305 obj.ssbo.model = obj.model_transform * obj.model_base;
306
307 // could probably re-calculate the object center here based on model
308 // I think the center should be calculated by using model * vec3(0, 0, 0)
309 // model_base is currently only used to set the original location of the ship and asteroids
310
311 pipeline.updateObject(index, obj.ssbo);
312}
313
[06d959f]314template<class VertexType>
315vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
316 for (unsigned int i = 0; i < vertices.size(); i += 3) {
317 vec3 p1 = vertices[i].pos;
318 vec3 p2 = vertices[i+1].pos;
319 vec3 p3 = vertices[i+2].pos;
320
[a79be34]321 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]322
323 // Add the same normal for all 3 vertices
324 vertices[i].normal = normal;
325 vertices[i+1].normal = normal;
326 vertices[i+2].normal = normal;
327 }
328
329 return vertices;
330}
331
[cf727ca]332template<class VertexType>
333vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
334 for (VertexType& vertex : vertices) {
335 vertex.objIndex = objIndex;
336 }
337
338 return vertices;
339}
340
[3b84bb6]341template<class VertexType, class SSBOType>
342void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
343 vector<VertexType>& vertices = object.vertices;
344
[a79be34]345 float min_x = vertices[0].pos.x;
346 float max_x = vertices[0].pos.x;
347 float min_y = vertices[0].pos.y;
348 float max_y = vertices[0].pos.y;
349 float min_z = vertices[0].pos.z;
350 float max_z = vertices[0].pos.z;
351
352 // start from the second point
353 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]354 vec3& pos = vertices[i].pos;
355
356 if (min_x > pos.x) {
357 min_x = pos.x;
358 } else if (max_x < pos.x) {
359 max_x = pos.x;
[a79be34]360 }
361
[3b84bb6]362 if (min_y > pos.y) {
363 min_y = pos.y;
364 } else if (max_y < pos.y) {
365 max_y = pos.y;
[a79be34]366 }
367
[3b84bb6]368 if (min_z > pos.z) {
369 min_z = pos.z;
370 } else if (max_z < pos.z) {
371 max_z = pos.z;
[a79be34]372 }
373 }
374
375 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
376
377 for (unsigned int i = 0; i < vertices.size(); i++) {
378 vertices[i].pos -= center;
379 }
380
[3b84bb6]381 object.radius = std::max(center.x, center.y);
382 object.radius = std::max(object.radius, center.z);
383 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]384}
385
[3b84bb6]386#endif // _VULKAN_GAME_H
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