source: opengl-game/vulkan-game.hpp@ 4994692

feature/imgui-sdl points-test
Last change on this file since 4994692 was 4994692, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Change VulkanGame::addObject() to return a reference to the newly-created object

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File size: 13.2 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
[055750a]53struct UBO_VP_mats {
[15104a8]54 alignas(16) mat4 view;
55 alignas(16) mat4 proj;
[771b33a]56};
57
[2d87297]58struct SSBO_ModelObject {
[055750a]59 alignas(16) mat4 model;
60};
61
[2d87297]62struct SSBO_Asteroid {
[3e8cc8b]63 alignas(16) mat4 model;
64 alignas(4) float hp;
[4ece3bf]65 alignas(4) unsigned int deleted;
[3e8cc8b]66};
67
[4994692]68// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
69// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
70// TODO: Maybe create a typedef for each of the templated SceneObject types
71template<class VertexType, class SSBOType>
72struct SceneObject {
73 vector<VertexType> vertices;
74 vector<uint16_t> indices;
75 SSBOType ssbo;
76
77 mat4 model_base;
78 mat4 model_transform;
79
80 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
81 // parent class
82 vec3 center; // currently only matters for asteroids
83 float radius; // currently only matters for asteroids
84};
85
86// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]87// Could probably use the same approach to make indices optional
[4994692]88// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
89// them mamdatory
[2da64ef]90
[99d44b2]91class VulkanGame {
[e8ebc76]92 public:
[34bdf3a]93 VulkanGame(int maxFramesInFlight);
[99d44b2]94 ~VulkanGame();
[0df3c9a]95
[b6e60b4]96 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]97
98 private:
[34bdf3a]99 const int MAX_FRAMES_IN_FLIGHT;
100
[5ab1b20]101 const float NEAR_CLIP = 0.1f;
102 const float FAR_CLIP = 100.0f;
[60578ce]103 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]104
[15104a8]105 vec3 cam_pos;
106
[0df3c9a]107 GameGui* gui;
[c559904]108
109 SDL_version sdlVersion;
[b794178]110 SDL_Window* window = nullptr;
111 SDL_Renderer* renderer = nullptr;
112
113 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]114
115 VkInstance instance;
116 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]117 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]118 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]119 VkDevice device;
120
121 VkQueue graphicsQueue;
122 VkQueue presentQueue;
[0df3c9a]123
[502bd0b]124 VkSwapchainKHR swapChain;
125 vector<VkImage> swapChainImages;
126 VkFormat swapChainImageFormat;
[603b5bc]127 VkExtent2D swapChainExtent;
[f94eea9]128 vector<VkImageView> swapChainImageViews;
[603b5bc]129 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]130
[6fc24c7]131 VkRenderPass renderPass;
[fa9fa1c]132 VkCommandPool commandPool;
[603b5bc]133 vector<VkCommandBuffer> commandBuffers;
[502bd0b]134
[603b5bc]135 VulkanImage depthImage;
[b794178]136
137 VkSampler textureSampler;
138
[0fe8433]139 VulkanImage sdlOverlayImage;
140 VkDescriptorImageInfo sdlOverlayImageDescriptor;
141
[4994692]142 VulkanImage floorTextureImage;
143 VkDescriptorImageInfo floorTextureImageDescriptor;
144
[0fe8433]145 TTF_Font* font;
146 SDL_Texture* fontSDLTexture;
147
148 SDL_Texture* imageSDLTexture;
149
150 vector<VkSemaphore> imageAvailableSemaphores;
151 vector<VkSemaphore> renderFinishedSemaphores;
152 vector<VkFence> inFlightFences;
153
154 size_t currentFrame;
155
156 bool framebufferResized;
157
[22217d4]158 mat4 viewMat, projMat;
159
[2d87297]160 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
161 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
[0fe8433]162
[860a0da]163 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
164 // per pipeline.
165 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
166 // the objects vector, the ubo, and the ssbo
167
[2ba5617]168 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
169 // if there is a need to add other uniform variables to one or more of the shaders
170
[2d87297]171 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
172 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]173
[d25381b]174 vector<VkBuffer> uniformBuffers_modelPipeline;
175 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
176 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]177
[0fe8433]178 UBO_VP_mats object_VP_mats;
179
[2d87297]180 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
181 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]182
[3782d66]183 vector<VkBuffer> uniformBuffers_shipPipeline;
184 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
185 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
186
[0fe8433]187 UBO_VP_mats ship_VP_mats;
[0e09340]188
[2d87297]189 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
190 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]191
192 vector<VkBuffer> uniformBuffers_asteroidPipeline;
193 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
194 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
195
196 UBO_VP_mats asteroid_VP_mats;
197
[0807aeb]198 time_point<steady_clock> startTime;
199 float curTime, prevTime, elapsedTime;
200
201 float shipSpeed = 0.5f;
202 float asteroidSpeed = 2.0f;
203
204 float spawnRate_asteroid = 0.5;
205 float lastSpawn_asteroid;
[4ece3bf]206
[b6e60b4]207 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]208 void initVulkan();
[f97c5e7]209 void initGraphicsPipelines();
[15104a8]210 void initMatrices();
[0df3c9a]211 void mainLoop();
[8e02b6b]212 void updateScene(uint32_t currentImage);
[a0c5f28]213 void renderUI();
214 void renderScene();
[0df3c9a]215 void cleanup();
[c1d9b2a]216
217 void createVulkanInstance(const vector<const char*> &validationLayers);
218 void setupDebugMessenger();
219 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]220 void createVulkanSurface();
[fe5c3ba]221 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]222 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]223 void createLogicalDevice(
224 const vector<const char*> validationLayers,
225 const vector<const char*>& deviceExtensions);
[502bd0b]226 void createSwapChain();
[f94eea9]227 void createImageViews();
[6fc24c7]228 void createRenderPass();
229 VkFormat findDepthFormat();
[fa9fa1c]230 void createCommandPool();
[603b5bc]231 void createImageResources();
232
[b794178]233 void createTextureSampler();
[603b5bc]234 void createFramebuffers();
235 void createCommandBuffers();
[34bdf3a]236 void createSyncObjects();
[f94eea9]237
[4994692]238 // TODO: Since addObject() returns a reference to the new object now,
239 // stop using objects.back() to access the object that was just created
[2d87297]240 template<class VertexType, class SSBOType>
[4994692]241 SceneObject<VertexType, SSBOType>& addObject(
242 vector<SceneObject<VertexType, SSBOType>>& objects,
243 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
244 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
245 bool pipelinesCreated);
[0fe8433]246
[2da64ef]247 template<class VertexType, class SSBOType>
248 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]249 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]250
[06d959f]251 template<class VertexType>
252 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
253
[cf727ca]254 template<class VertexType>
255 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
256
[3b84bb6]257 template<class VertexType, class SSBOType>
258 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]259
[055750a]260 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]261 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
262 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]263
[d2d9286]264 void recreateSwapChain();
265
[c1c2021]266 void cleanupSwapChain();
[c1d9b2a]267
268 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
269 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
270 VkDebugUtilsMessageTypeFlagsEXT messageType,
271 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
272 void* pUserData);
[e8ebc76]273};
274
[3b84bb6]275// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
276// and to change the model matrix later by setting model_transform and then calling updateObject()
277// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]278
279// TODO: Maybe return a reference to the object from this method if I decide that updating it
280// immediately after creation is a good idea (such as setting model_base)
281// Currently, model_base is set like this in a few places and the radius is set for asteroids
282// to account for scaling
[2d87297]283template<class VertexType, class SSBOType>
[4994692]284SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
285 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]286 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]287 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
288 bool pipelinesCreated) {
[2ba5617]289 // TODO: Use the model field of ssbo to set the object's model_base
290 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]291 size_t numVertices = pipeline.getNumVertices();
292
293 for (uint16_t& idx : indices) {
294 idx += numVertices;
295 }
296
[2d87297]297 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
[3b84bb6]298
[2ba5617]299 SceneObject<VertexType, SSBOType>& obj = objects.back();
300 centerObject(obj);
301
[4994692]302 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
303 this->commandPool, this->graphicsQueue);
[0fe8433]304
[3b84bb6]305 if (pipelinesCreated) {
[44f23af]306 vkDeviceWaitIdle(device);
307 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
308
309 // TODO: The pipeline recreation only has to be done once per frame where at least
310 // one SSBO is resized.
311 // Refactor the logic to check for any resized SSBOs after all objects for the frame
312 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]313 if (storageBufferResized) {
[44f23af]314 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
315 pipeline.createDescriptorPool(swapChainImages);
316 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]317 }
318
319 createCommandBuffers();
320 }
[4994692]321
322 return obj;
[0fe8433]323}
324
[0807aeb]325// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]326template<class VertexType, class SSBOType>
327void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
328 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
329 SceneObject<VertexType, SSBOType>& obj = objects[index];
330
331 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]332 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]333
334 pipeline.updateObject(index, obj.ssbo);
335}
336
[06d959f]337template<class VertexType>
338vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
339 for (unsigned int i = 0; i < vertices.size(); i += 3) {
340 vec3 p1 = vertices[i].pos;
341 vec3 p2 = vertices[i+1].pos;
342 vec3 p3 = vertices[i+2].pos;
343
[a79be34]344 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]345
346 // Add the same normal for all 3 vertices
347 vertices[i].normal = normal;
348 vertices[i+1].normal = normal;
349 vertices[i+2].normal = normal;
350 }
351
352 return vertices;
353}
354
[cf727ca]355template<class VertexType>
356vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
357 for (VertexType& vertex : vertices) {
358 vertex.objIndex = objIndex;
359 }
360
361 return vertices;
362}
363
[3b84bb6]364template<class VertexType, class SSBOType>
365void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
366 vector<VertexType>& vertices = object.vertices;
367
[a79be34]368 float min_x = vertices[0].pos.x;
369 float max_x = vertices[0].pos.x;
370 float min_y = vertices[0].pos.y;
371 float max_y = vertices[0].pos.y;
372 float min_z = vertices[0].pos.z;
373 float max_z = vertices[0].pos.z;
374
375 // start from the second point
376 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]377 vec3& pos = vertices[i].pos;
378
379 if (min_x > pos.x) {
380 min_x = pos.x;
381 } else if (max_x < pos.x) {
382 max_x = pos.x;
[a79be34]383 }
384
[3b84bb6]385 if (min_y > pos.y) {
386 min_y = pos.y;
387 } else if (max_y < pos.y) {
388 max_y = pos.y;
[a79be34]389 }
390
[3b84bb6]391 if (min_z > pos.z) {
392 min_z = pos.z;
393 } else if (max_z < pos.z) {
394 max_z = pos.z;
[a79be34]395 }
396 }
397
398 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
399
400 for (unsigned int i = 0; i < vertices.size(); i++) {
401 vertices[i].pos -= center;
402 }
403
[2ba5617]404 object.radius = std::max(max_x - center.x, max_y - center.y);
405 object.radius = std::max(object.radius, max_z - center.z);
406
[3b84bb6]407 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]408}
409
[3b84bb6]410#endif // _VULKAN_GAME_H
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