source: opengl-game/vulkan-game.hpp@ 06d959f

feature/imgui-sdl points-test
Last change on this file since 06d959f was 06d959f, checked in by Dmitry Portnoy <dmp1488@…>, 5 years ago

Add an addVertexNormals method to VulkanGame that calculates the normals given a list of vertices

  • Property mode set to 100644
File size: 6.2 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <glm/glm.hpp>
5#include <glm/gtc/matrix_transform.hpp>
6
7#include "game-gui-sdl.hpp"
8#include "graphics-pipeline_vulkan.hpp"
9
10#include "vulkan-utils.hpp"
11
12using namespace glm;
13
14#ifdef NDEBUG
15 const bool ENABLE_VALIDATION_LAYERS = false;
16#else
17 const bool ENABLE_VALIDATION_LAYERS = true;
18#endif
19
20struct ModelVertex {
21 vec3 pos;
22 vec3 color;
23 vec2 texCoord;
24};
25
26struct OverlayVertex {
27 vec3 pos;
28 vec2 texCoord;
29};
30
31struct ShipVertex {
32 vec3 pos;
33 vec3 color;
34 vec3 normal;
35};
36
37struct UBO_MvpMat {
38 alignas(16) mat4 model;
39 alignas(16) mat4 view;
40 alignas(16) mat4 proj;
41};
42
43class VulkanGame {
44 public:
45 VulkanGame(int maxFramesInFlight);
46 ~VulkanGame();
47
48 void run(int width, int height, unsigned char guiFlags);
49
50 private:
51 const int MAX_FRAMES_IN_FLIGHT;
52
53 const float NEAR_CLIP = 0.1f;
54 const float FAR_CLIP = 100.0f;
55 const float FOV_ANGLE = 67.0f;
56
57 vec3 cam_pos;
58
59 UBO_MvpMat modelMvpMats;
60 UBO_MvpMat shipMvpMats;
61
62 GameGui* gui;
63
64 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
65 GraphicsPipeline_Vulkan<OverlayVertex> overlayPipeline;
66 GraphicsPipeline_Vulkan<ShipVertex> shipPipeline;
67
68 SDL_version sdlVersion;
69 SDL_Window* window = nullptr;
70 SDL_Renderer* renderer = nullptr;
71
72 SDL_Texture* uiOverlay = nullptr;
73
74 VkInstance instance;
75 VkDebugUtilsMessengerEXT debugMessenger;
76 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
77 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
78 VkDevice device;
79
80 VkQueue graphicsQueue;
81 VkQueue presentQueue;
82
83 VkSwapchainKHR swapChain;
84 vector<VkImage> swapChainImages;
85 VkFormat swapChainImageFormat;
86 VkExtent2D swapChainExtent;
87 vector<VkImageView> swapChainImageViews;
88 vector<VkFramebuffer> swapChainFramebuffers;
89
90 VkRenderPass renderPass;
91 VkCommandPool commandPool;
92 vector<VkCommandBuffer> commandBuffers;
93
94 VulkanImage depthImage;
95
96 VkSampler textureSampler;
97
98 // These are currently to store the MVP matrix
99 // I should figure out if it makes sense to use them for other uniforms in the future
100 // If not, I should rename them to better indicate their purpose.
101 vector<VkBuffer> uniformBuffers;
102 vector<VkDeviceMemory> uniformBuffersMemory;
103
104 vector<VkDescriptorBufferInfo> uniformBufferInfoList;
105
106 vector<VkBuffer> uniformBuffers_shipPipeline;
107 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
108
109 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
110
111 VulkanImage floorTextureImage;
112 VkDescriptorImageInfo floorTextureImageDescriptor;
113
114 VulkanImage sdlOverlayImage;
115 VkDescriptorImageInfo sdlOverlayImageDescriptor;
116
117 TTF_Font* font;
118 SDL_Texture* fontSDLTexture;
119
120 SDL_Texture* imageSDLTexture;
121
122 vector<VkSemaphore> imageAvailableSemaphores;
123 vector<VkSemaphore> renderFinishedSemaphores;
124 vector<VkFence> inFlightFences;
125
126 size_t currentFrame;
127
128 bool framebufferResized;
129
130 bool initWindow(int width, int height, unsigned char guiFlags);
131 void initVulkan();
132 void initGraphicsPipelines();
133 void initMatrices();
134 void mainLoop();
135 void updateScene(uint32_t currentImage);
136 void renderUI();
137 void renderScene();
138 void cleanup();
139
140 void createVulkanInstance(const vector<const char*> &validationLayers);
141 void setupDebugMessenger();
142 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
143 void createVulkanSurface();
144 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
145 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
146 void createLogicalDevice(
147 const vector<const char*> validationLayers,
148 const vector<const char*>& deviceExtensions);
149 void createSwapChain();
150 void createImageViews();
151 void createRenderPass();
152 VkFormat findDepthFormat();
153 void createCommandPool();
154 void createImageResources();
155
156 void createTextureSampler();
157 void createFramebuffers();
158 void createCommandBuffers();
159 void createSyncObjects();
160
161 template<class VertexType>
162 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
163
164 template<class UniformType>
165 void createUniformBuffers(vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
166 vector<VkDescriptorBufferInfo>& bufferInfoList);
167
168 void recreateSwapChain();
169
170 void cleanupSwapChain();
171
172 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
173 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
174 VkDebugUtilsMessageTypeFlagsEXT messageType,
175 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
176 void* pUserData);
177};
178
179template<class UniformType>
180void VulkanGame::createUniformBuffers(vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
181 vector<VkDescriptorBufferInfo>& bufferInfoList) {
182 buffers.resize(swapChainImages.size());
183 buffersMemory.resize(swapChainImages.size());
184 bufferInfoList.resize(swapChainImages.size());
185
186 for (size_t i = 0; i < swapChainImages.size(); i++) {
187 VulkanUtils::createBuffer(device, physicalDevice, sizeof(UniformType), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
188 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
189 buffers[i], buffersMemory[i]);
190
191 bufferInfoList[i].buffer = buffers[i];
192 bufferInfoList[i].offset = 0;
193 bufferInfoList[i].range = sizeof(UniformType);
194 }
195}
196
197template<class VertexType>
198vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
199 for (unsigned int i = 0; i < vertices.size(); i += 3) {
200 vec3 p1 = vertices[i].pos;
201 vec3 p2 = vertices[i+1].pos;
202 vec3 p3 = vertices[i+2].pos;
203
204 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
205 normal.z = -normal.z;
206
207 // Add the same normal for all 3 vertices
208 vertices[i].normal = normal;
209 vertices[i+1].normal = normal;
210 vertices[i+2].normal = normal;
211 }
212
213 return vertices;
214}
215
216#endif // _VULKAN_GAME_H
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