source: opengl-game/vulkan-game.hpp@ 237cbec

feature/imgui-sdl points-test
Last change on this file since 237cbec was 237cbec, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Create a pipeline and shaders to render multicolored lasers

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File size: 13.9 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <chrono>
5
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
8#define GLM_FORCE_RIGHT_HANDED
9
10#include <glm/glm.hpp>
11#include <glm/gtc/matrix_transform.hpp>
12
13#include "game-gui-sdl.hpp"
14#include "graphics-pipeline_vulkan.hpp"
15
16#include "vulkan-utils.hpp"
17
18using namespace glm;
19using namespace std::chrono;
20
21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
27struct OverlayVertex {
28 vec3 pos;
29 vec2 texCoord;
30};
31
32struct ModelVertex {
33 vec3 pos;
34 vec3 color;
35 vec2 texCoord;
36 unsigned int objIndex;
37};
38
39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
42 vec3 normal;
43 unsigned int objIndex;
44};
45
46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
53struct LaserVertex {
54 vec3 pos;
55 vec2 texCoord;
56 unsigned int objIndex;
57};
58
59struct UBO_VP_mats {
60 alignas(16) mat4 view;
61 alignas(16) mat4 proj;
62};
63
64struct SSBO_ModelObject {
65 alignas(16) mat4 model;
66};
67
68struct SSBO_Asteroid {
69 alignas(16) mat4 model;
70 alignas(4) float hp;
71 alignas(4) unsigned int deleted;
72};
73
74struct SSBO_Laser {
75 alignas(16) mat4 model;
76 alignas(4) vec3 color;
77 alignas(4) unsigned int deleted;
78};
79
80// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
81// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
82// TODO: Maybe create a typedef for each of the templated SceneObject types
83template<class VertexType, class SSBOType>
84struct SceneObject {
85 vector<VertexType> vertices;
86 vector<uint16_t> indices;
87 SSBOType ssbo;
88
89 mat4 model_base;
90 mat4 model_transform;
91
92 bool modified;
93
94 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
95 // parent class
96 vec3 center; // currently only matters for asteroids
97 float radius; // currently only matters for asteroids
98};
99
100// TODO: Have to figure out how to include an optional ssbo parameter for each object
101// Could probably use the same approach to make indices optional
102// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
103// them mamdatory
104
105// TODO: Make a singleton timer class instead
106static float curTime;
107
108class VulkanGame {
109 public:
110 VulkanGame(int maxFramesInFlight);
111 ~VulkanGame();
112
113 void run(int width, int height, unsigned char guiFlags);
114
115 private:
116 const int MAX_FRAMES_IN_FLIGHT;
117
118 const float NEAR_CLIP = 0.1f;
119 const float FAR_CLIP = 100.0f;
120 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
121
122 vec3 cam_pos;
123
124 GameGui* gui;
125
126 SDL_version sdlVersion;
127 SDL_Window* window = nullptr;
128 SDL_Renderer* renderer = nullptr;
129
130 SDL_Texture* uiOverlay = nullptr;
131
132 VkInstance instance;
133 VkDebugUtilsMessengerEXT debugMessenger;
134 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
135 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
136 VkDevice device;
137
138 VkQueue graphicsQueue;
139 VkQueue presentQueue;
140
141 VkSwapchainKHR swapChain;
142 vector<VkImage> swapChainImages;
143 VkFormat swapChainImageFormat;
144 VkExtent2D swapChainExtent;
145 vector<VkImageView> swapChainImageViews;
146 vector<VkFramebuffer> swapChainFramebuffers;
147
148 VkRenderPass renderPass;
149 VkCommandPool commandPool;
150 vector<VkCommandBuffer> commandBuffers;
151
152 VulkanImage depthImage;
153
154 VkSampler textureSampler;
155
156 VulkanImage sdlOverlayImage;
157 VkDescriptorImageInfo sdlOverlayImageDescriptor;
158
159 VulkanImage floorTextureImage;
160 VkDescriptorImageInfo floorTextureImageDescriptor;
161
162 VulkanImage laserTextureImage;
163 VkDescriptorImageInfo laserTextureImageDescriptor;
164
165 TTF_Font* font;
166 SDL_Texture* fontSDLTexture;
167
168 SDL_Texture* imageSDLTexture;
169
170 vector<VkSemaphore> imageAvailableSemaphores;
171 vector<VkSemaphore> renderFinishedSemaphores;
172 vector<VkFence> inFlightFences;
173
174 size_t currentFrame;
175
176 bool framebufferResized;
177
178 mat4 viewMat, projMat;
179
180 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
181 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
182
183 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
184 // per pipeline.
185 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
186 // the objects vector, the ubo, and the ssbo
187
188 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
189 // if there is a need to add other uniform variables to one or more of the shaders
190
191 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
192 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
193
194 vector<VkBuffer> uniformBuffers_modelPipeline;
195 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
196 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
197
198 UBO_VP_mats object_VP_mats;
199
200 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
201 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
202
203 vector<VkBuffer> uniformBuffers_shipPipeline;
204 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
205 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
206
207 UBO_VP_mats ship_VP_mats;
208
209 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
210 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
211
212 vector<VkBuffer> uniformBuffers_asteroidPipeline;
213 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
214 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
215
216 UBO_VP_mats asteroid_VP_mats;
217
218 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
219 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
220
221 vector<VkBuffer> uniformBuffers_laserPipeline;
222 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
223 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
224
225 UBO_VP_mats laser_VP_mats;
226
227 time_point<steady_clock> startTime;
228 float prevTime, elapsedTime;
229
230 float shipSpeed = 0.5f;
231 float asteroidSpeed = 2.0f;
232
233 float spawnRate_asteroid = 0.5;
234 float lastSpawn_asteroid;
235
236 bool initWindow(int width, int height, unsigned char guiFlags);
237 void initVulkan();
238 void initGraphicsPipelines();
239 void initMatrices();
240 void mainLoop();
241 void updateScene(uint32_t currentImage);
242 void renderUI();
243 void renderScene();
244 void cleanup();
245
246 void createVulkanInstance(const vector<const char*> &validationLayers);
247 void setupDebugMessenger();
248 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
249 void createVulkanSurface();
250 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
251 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
252 void createLogicalDevice(
253 const vector<const char*> validationLayers,
254 const vector<const char*>& deviceExtensions);
255 void createSwapChain();
256 void createImageViews();
257 void createRenderPass();
258 VkFormat findDepthFormat();
259 void createCommandPool();
260 void createImageResources();
261
262 void createTextureSampler();
263 void createFramebuffers();
264 void createCommandBuffers();
265 void createSyncObjects();
266
267 // TODO: Since addObject() returns a reference to the new object now,
268 // stop using objects.back() to access the object that was just created
269 template<class VertexType, class SSBOType>
270 SceneObject<VertexType, SSBOType>& addObject(
271 vector<SceneObject<VertexType, SSBOType>>& objects,
272 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
273 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
274 bool pipelinesCreated);
275
276 template<class VertexType, class SSBOType>
277 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
278 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
279
280 template<class VertexType>
281 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
282
283 template<class VertexType>
284 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
285
286 template<class VertexType, class SSBOType>
287 void centerObject(SceneObject<VertexType, SSBOType>& object);
288
289 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
290 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
291 vector<VkDescriptorBufferInfo>& bufferInfoList);
292
293 void recreateSwapChain();
294
295 void cleanupSwapChain();
296
297 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
298 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
299 VkDebugUtilsMessageTypeFlagsEXT messageType,
300 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
301 void* pUserData);
302};
303
304// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
305// and to change the model matrix later by setting model_transform and then calling updateObject()
306// Figure out a better way to allow the model matrix to be set during objecting creation
307
308// TODO: Maybe return a reference to the object from this method if I decide that updating it
309// immediately after creation is a good idea (such as setting model_base)
310// Currently, model_base is set like this in a few places and the radius is set for asteroids
311// to account for scaling
312template<class VertexType, class SSBOType>
313SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
314 vector<SceneObject<VertexType, SSBOType>>& objects,
315 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
316 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
317 bool pipelinesCreated) {
318 // TODO: Use the model field of ssbo to set the object's model_base
319 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
320 size_t numVertices = pipeline.getNumVertices();
321
322 for (uint16_t& idx : indices) {
323 idx += numVertices;
324 }
325
326 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
327
328 SceneObject<VertexType, SSBOType>& obj = objects.back();
329 centerObject(obj);
330
331 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
332 this->commandPool, this->graphicsQueue);
333
334 if (pipelinesCreated) {
335 vkDeviceWaitIdle(device);
336 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
337
338 // TODO: The pipeline recreation only has to be done once per frame where at least
339 // one SSBO is resized.
340 // Refactor the logic to check for any resized SSBOs after all objects for the frame
341 // are created and then recreate each of the corresponding pipelines only once per frame
342 if (storageBufferResized) {
343 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
344 pipeline.createDescriptorPool(swapChainImages);
345 pipeline.createDescriptorSets(swapChainImages);
346 }
347
348 createCommandBuffers();
349 }
350
351 return obj;
352}
353
354// TODO: Just pass in the single object instead of a list of all of them
355template<class VertexType, class SSBOType>
356void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
357 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
358 SceneObject<VertexType, SSBOType>& obj = objects[index];
359
360 obj.ssbo.model = obj.model_transform * obj.model_base;
361 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
362
363 pipeline.updateObject(index, obj.ssbo);
364
365 obj.modified = false;
366}
367
368template<class VertexType>
369vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
370 for (unsigned int i = 0; i < vertices.size(); i += 3) {
371 vec3 p1 = vertices[i].pos;
372 vec3 p2 = vertices[i+1].pos;
373 vec3 p3 = vertices[i+2].pos;
374
375 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
376
377 // Add the same normal for all 3 vertices
378 vertices[i].normal = normal;
379 vertices[i+1].normal = normal;
380 vertices[i+2].normal = normal;
381 }
382
383 return vertices;
384}
385
386template<class VertexType>
387vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
388 for (VertexType& vertex : vertices) {
389 vertex.objIndex = objIndex;
390 }
391
392 return vertices;
393}
394
395template<class VertexType, class SSBOType>
396void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
397 vector<VertexType>& vertices = object.vertices;
398
399 float min_x = vertices[0].pos.x;
400 float max_x = vertices[0].pos.x;
401 float min_y = vertices[0].pos.y;
402 float max_y = vertices[0].pos.y;
403 float min_z = vertices[0].pos.z;
404 float max_z = vertices[0].pos.z;
405
406 // start from the second point
407 for (unsigned int i = 1; i < vertices.size(); i++) {
408 vec3& pos = vertices[i].pos;
409
410 if (min_x > pos.x) {
411 min_x = pos.x;
412 } else if (max_x < pos.x) {
413 max_x = pos.x;
414 }
415
416 if (min_y > pos.y) {
417 min_y = pos.y;
418 } else if (max_y < pos.y) {
419 max_y = pos.y;
420 }
421
422 if (min_z > pos.z) {
423 min_z = pos.z;
424 } else if (max_z < pos.z) {
425 max_z = pos.z;
426 }
427 }
428
429 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
430
431 for (unsigned int i = 0; i < vertices.size(); i++) {
432 vertices[i].pos -= center;
433 }
434
435 object.radius = std::max(max_x - center.x, max_y - center.y);
436 object.radius = std::max(object.radius, max_z - center.z);
437
438 object.center = vec3(0.0f, 0.0f, 0.0f);
439}
440
441#endif // _VULKAN_GAME_H
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