#ifndef _VULKAN_GAME_H #define _VULKAN_GAME_H #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1 #define GLM_FORCE_RIGHT_HANDED #include #include #include "game-gui-sdl.hpp" #include "graphics-pipeline_vulkan.hpp" #include "vulkan-utils.hpp" using namespace glm; using namespace std::chrono; #ifdef NDEBUG const bool ENABLE_VALIDATION_LAYERS = false; #else const bool ENABLE_VALIDATION_LAYERS = true; #endif struct OverlayVertex { vec3 pos; vec2 texCoord; }; struct ModelVertex { vec3 pos; vec3 color; vec2 texCoord; unsigned int objIndex; }; struct ShipVertex { vec3 pos; vec3 color; vec3 normal; unsigned int objIndex; }; struct AsteroidVertex { vec3 pos; vec3 color; vec3 normal; unsigned int objIndex; }; // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference // TODO: Create a typedef for index type so I can easily change uin16_t to something else later template struct SceneObject { vector vertices; vector indices; SSBOType ssbo; mat4 model_base; mat4 model_transform; vec3 center; // currently only matters for asteroids float radius; // currently only matters for asteroids }; struct UBO_VP_mats { alignas(16) mat4 view; alignas(16) mat4 proj; }; struct SSBO_ModelObject { alignas(16) mat4 model; }; struct SSBO_Asteroid { alignas(16) mat4 model; alignas(4) float hp; alignas(4) unsigned int deleted; }; // Have to figure out how to include an optional ssbo parameter for each object // Could probably use the same approach to make indices optional class VulkanGame { public: VulkanGame(int maxFramesInFlight); ~VulkanGame(); void run(int width, int height, unsigned char guiFlags); private: const int MAX_FRAMES_IN_FLIGHT; const float NEAR_CLIP = 0.1f; const float FAR_CLIP = 100.0f; const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def vec3 cam_pos; GameGui* gui; SDL_version sdlVersion; SDL_Window* window = nullptr; SDL_Renderer* renderer = nullptr; SDL_Texture* uiOverlay = nullptr; VkInstance instance; VkDebugUtilsMessengerEXT debugMessenger; VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device; VkQueue graphicsQueue; VkQueue presentQueue; VkSwapchainKHR swapChain; vector swapChainImages; VkFormat swapChainImageFormat; VkExtent2D swapChainExtent; vector swapChainImageViews; vector swapChainFramebuffers; VkRenderPass renderPass; VkCommandPool commandPool; vector commandBuffers; VulkanImage depthImage; VkSampler textureSampler; VulkanImage floorTextureImage; VkDescriptorImageInfo floorTextureImageDescriptor; VulkanImage sdlOverlayImage; VkDescriptorImageInfo sdlOverlayImageDescriptor; TTF_Font* font; SDL_Texture* fontSDLTexture; SDL_Texture* imageSDLTexture; vector imageAvailableSemaphores; vector renderFinishedSemaphores; vector inFlightFences; size_t currentFrame; bool framebufferResized; mat4 viewMat, projMat; GraphicsPipeline_Vulkan overlayPipeline; vector> overlayObjects; // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo // per pipeline. // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like // the objects vector, the ubo, and the ssbo // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one // if there is a need to add other uniform variables to one or more of the shaders GraphicsPipeline_Vulkan modelPipeline; vector> modelObjects; vector uniformBuffers_modelPipeline; vector uniformBuffersMemory_modelPipeline; vector uniformBufferInfoList_modelPipeline; UBO_VP_mats object_VP_mats; GraphicsPipeline_Vulkan shipPipeline; vector> shipObjects; vector uniformBuffers_shipPipeline; vector uniformBuffersMemory_shipPipeline; vector uniformBufferInfoList_shipPipeline; UBO_VP_mats ship_VP_mats; GraphicsPipeline_Vulkan asteroidPipeline; vector> asteroidObjects; vector uniformBuffers_asteroidPipeline; vector uniformBuffersMemory_asteroidPipeline; vector uniformBufferInfoList_asteroidPipeline; UBO_VP_mats asteroid_VP_mats; time_point startTime; float curTime, prevTime, elapsedTime; float shipSpeed = 0.5f; float asteroidSpeed = 2.0f; float spawnRate_asteroid = 0.5; float lastSpawn_asteroid; bool initWindow(int width, int height, unsigned char guiFlags); void initVulkan(); void initGraphicsPipelines(); void initMatrices(); void mainLoop(); void updateScene(uint32_t currentImage); void renderUI(); void renderScene(); void cleanup(); void createVulkanInstance(const vector &validationLayers); void setupDebugMessenger(); void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo); void createVulkanSurface(); void pickPhysicalDevice(const vector& deviceExtensions); bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector& deviceExtensions); void createLogicalDevice( const vector validationLayers, const vector& deviceExtensions); void createSwapChain(); void createImageViews(); void createRenderPass(); VkFormat findDepthFormat(); void createCommandPool(); void createImageResources(); void createTextureSampler(); void createFramebuffers(); void createCommandBuffers(); void createSyncObjects(); template void addObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, const vector& vertices, vector indices, SSBOType ssbo, bool pipelinesCreated); template void updateObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, size_t index); template vector addVertexNormals(vector vertices); template vector addObjectIndex(unsigned int objIndex, vector vertices); template void centerObject(SceneObject& object); void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags, vector& buffers, vector& buffersMemory, vector& bufferInfoList); void recreateSwapChain(); void cleanupSwapChain(); static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback( VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData); }; // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model // and to change the model matrix later by setting model_transform and then calling updateObject() // Figure out a better way to allow the model matrix to be set during objecting creation // TODO: Maybe return a reference to the object from this method if I decide that updating it // immediately after creation is a good idea (such as setting model_base) // Currently, model_base is set like this in a few places and the radius is set for asteroids // to account for scaling template void VulkanGame::addObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, const vector& vertices, vector indices, SSBOType ssbo, bool pipelinesCreated) { // TODO: Use the model field of ssbo to set the object's model_base // currently, the passed in model is useless since it gets overridden in updateObject() anyway size_t numVertices = pipeline.getNumVertices(); for (uint16_t& idx : indices) { idx += numVertices; } objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) }); SceneObject& obj = objects.back(); centerObject(obj); bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo, commandPool, graphicsQueue); if (pipelinesCreated) { vkDeviceWaitIdle(device); vkFreeCommandBuffers(device, commandPool, static_cast(commandBuffers.size()), commandBuffers.data()); // TODO: The pipeline recreation only has to be done once per frame where at least // one SSBO is resized. // Refactor the logic to check for any resized SSBOs after all objects for the frame // are created and then recreate each of the corresponding pipelines only once per frame if (storageBufferResized) { pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile); pipeline.createDescriptorPool(swapChainImages); pipeline.createDescriptorSets(swapChainImages); } createCommandBuffers(); } } // TODO: Just pass in the single object instead of a list of all of them template void VulkanGame::updateObject(vector>& objects, GraphicsPipeline_Vulkan& pipeline, size_t index) { SceneObject& obj = objects[index]; obj.ssbo.model = obj.model_transform * obj.model_base; obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f)); pipeline.updateObject(index, obj.ssbo); } template vector VulkanGame::addVertexNormals(vector vertices) { for (unsigned int i = 0; i < vertices.size(); i += 3) { vec3 p1 = vertices[i].pos; vec3 p2 = vertices[i+1].pos; vec3 p3 = vertices[i+2].pos; vec3 normal = normalize(cross(p2 - p1, p3 - p1)); // Add the same normal for all 3 vertices vertices[i].normal = normal; vertices[i+1].normal = normal; vertices[i+2].normal = normal; } return vertices; } template vector VulkanGame::addObjectIndex(unsigned int objIndex, vector vertices) { for (VertexType& vertex : vertices) { vertex.objIndex = objIndex; } return vertices; } template void VulkanGame::centerObject(SceneObject& object) { vector& vertices = object.vertices; float min_x = vertices[0].pos.x; float max_x = vertices[0].pos.x; float min_y = vertices[0].pos.y; float max_y = vertices[0].pos.y; float min_z = vertices[0].pos.z; float max_z = vertices[0].pos.z; // start from the second point for (unsigned int i = 1; i < vertices.size(); i++) { vec3& pos = vertices[i].pos; if (min_x > pos.x) { min_x = pos.x; } else if (max_x < pos.x) { max_x = pos.x; } if (min_y > pos.y) { min_y = pos.y; } else if (max_y < pos.y) { max_y = pos.y; } if (min_z > pos.z) { min_z = pos.z; } else if (max_z < pos.z) { max_z = pos.z; } } vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f; for (unsigned int i = 0; i < vertices.size(); i++) { vertices[i].pos -= center; } object.radius = std::max(max_x - center.x, max_y - center.y); object.radius = std::max(object.radius, max_z - center.z); object.center = vec3(0.0f, 0.0f, 0.0f); } #endif // _VULKAN_GAME_H