source: opengl-game/vulkan-game.hpp@ 603b5bc

feature/imgui-sdl points-test
Last change on this file since 603b5bc was 603b5bc, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In vulkangame, add code to create the frame buffers and command buffers

  • Property mode set to 100644
File size: 3.7 KB
RevLine 
[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[771b33a]4#include <glm/glm.hpp>
5
[0df3c9a]6#include "game-gui-sdl.hpp"
[7d2b0b9]7#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]8
[b794178]9#include "vulkan-utils.hpp"
10
[2e77b3f]11#ifdef NDEBUG
12 const bool ENABLE_VALIDATION_LAYERS = false;
13#else
14 const bool ENABLE_VALIDATION_LAYERS = true;
15#endif
16
[771b33a]17// TODO: Figure out if these structs should be defined in the VulkanGame class
18
19struct Vertex {
20 glm::vec3 pos;
21 glm::vec3 color;
22 glm::vec2 texCoord;
23};
24
25struct OverlayVertex {
26 glm::vec3 pos;
27 glm::vec2 texCoord;
28};
29
[99d44b2]30class VulkanGame {
[e8ebc76]31 public:
[99d44b2]32 VulkanGame();
33 ~VulkanGame();
[0df3c9a]34
[b6e60b4]35 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]36
37 private:
38 GameGui* gui;
[c559904]39
[7d2b0b9]40 vector<GraphicsPipeline_Vulkan> graphicsPipelines;
41
[c559904]42 SDL_version sdlVersion;
[b794178]43 SDL_Window* window = nullptr;
44 SDL_Renderer* renderer = nullptr;
45
46 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]47
48 VkInstance instance;
49 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]50 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]51 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]52 VkDevice device;
53
54 VkQueue graphicsQueue;
55 VkQueue presentQueue;
[0df3c9a]56
[502bd0b]57 VkSwapchainKHR swapChain;
58 vector<VkImage> swapChainImages;
59 VkFormat swapChainImageFormat;
[603b5bc]60 VkExtent2D swapChainExtent;
[f94eea9]61 vector<VkImageView> swapChainImageViews;
[603b5bc]62 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]63
[6fc24c7]64 VkRenderPass renderPass;
[fa9fa1c]65 VkCommandPool commandPool;
[603b5bc]66 vector<VkCommandBuffer> commandBuffers;
[502bd0b]67
[603b5bc]68 VulkanImage depthImage;
[b794178]69
70 VkSampler textureSampler;
71
72 vector<VkDescriptorBufferInfo> uniformBufferInfoList;
73
74 // These are currently to store the MVP matrix
75 // I should figure out if it makes sense to use them for other uniforms in the future
76 // If not, I should rename them to better indicate their purpose.
77 // I should also decide if I can use these for all shaders, or if I need a separapte set of buffers for each one
78 vector<VkBuffer> uniformBuffers;
79 vector<VkDeviceMemory> uniformBuffersMemory;
80
81 VulkanImage floorTextureImage;
82 VkDescriptorImageInfo floorTextureImageDescriptor;
83
84 VulkanImage sdlOverlayImage;
85 VkDescriptorImageInfo sdlOverlayImageDescriptor;
86
[0e09340]87 bool framebufferResized = false;
88
[b6e60b4]89 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]90 void initVulkan();
91 void mainLoop();
[a0c5f28]92 void renderUI();
93 void renderScene();
[0df3c9a]94 void cleanup();
[c1d9b2a]95
96 void createVulkanInstance(const vector<const char*> &validationLayers);
97 void setupDebugMessenger();
98 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]99 void createVulkanSurface();
[fe5c3ba]100 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]101 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]102 void createLogicalDevice(
103 const vector<const char*> validationLayers,
104 const vector<const char*>& deviceExtensions);
[502bd0b]105 void createSwapChain();
[f94eea9]106 void createImageViews();
[6fc24c7]107 void createRenderPass();
108 VkFormat findDepthFormat();
[fa9fa1c]109 void createCommandPool();
[603b5bc]110 void createImageResources();
111
[b794178]112 void createTextureSampler();
[603b5bc]113 void createFramebuffers();
[b794178]114 void createUniformBuffers();
[603b5bc]115 void createCommandBuffers();
[f94eea9]116
[c1c2021]117 void cleanupSwapChain();
[c1d9b2a]118
119 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
120 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
121 VkDebugUtilsMessageTypeFlagsEXT messageType,
122 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
123 void* pUserData);
[e8ebc76]124};
125
[99d44b2]126#endif // _VULKAN_GAME_H
Note: See TracBrowser for help on using the repository browser.