source: opengl-game/vulkan-game.hpp@ 28ea92f

feature/imgui-sdl
Last change on this file since 28ea92f was 28ea92f, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Rename the flag for recreating the swap chain to shouldRecreateSwapChain in both VulkanGame and SDLGame

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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <algorithm>
5#include <chrono>
6#include <map>
7
8#define GLM_FORCE_RADIANS
9#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
10#define GLM_FORCE_RIGHT_HANDED
11
12#include <glm/glm.hpp>
13#include <glm/gtc/matrix_transform.hpp>
14
15#include <vulkan/vulkan.h>
16
17#include <SDL2/SDL.h>
18#include <SDL2/SDL_ttf.h>
19
20#include "consts.hpp"
21#include "vulkan-utils.hpp"
22#include "graphics-pipeline_vulkan.hpp"
23
24#include "game-gui-sdl.hpp"
25
26#include "gui/screen.hpp"
27
28using namespace glm;
29using namespace std::chrono;
30
31#ifdef NDEBUG
32 const bool ENABLE_VALIDATION_LAYERS = false;
33#else
34 const bool ENABLE_VALIDATION_LAYERS = true;
35#endif
36
37struct OverlayVertex {
38 vec3 pos;
39 vec2 texCoord;
40};
41
42struct ModelVertex {
43 vec3 pos;
44 vec3 color;
45 vec2 texCoord;
46 unsigned int objIndex;
47};
48
49struct ShipVertex {
50 vec3 pos;
51 vec3 color;
52 vec3 normal;
53 unsigned int objIndex;
54};
55
56struct AsteroidVertex {
57 vec3 pos;
58 vec3 color;
59 vec3 normal;
60 unsigned int objIndex;
61};
62
63struct LaserVertex {
64 vec3 pos;
65 vec2 texCoord;
66 unsigned int objIndex;
67};
68
69struct ExplosionVertex {
70 vec3 particleStartVelocity;
71 float particleStartTime;
72 unsigned int objIndex;
73};
74
75struct SSBO_ModelObject {
76 alignas(16) mat4 model;
77};
78
79struct SSBO_Asteroid {
80 alignas(16) mat4 model;
81 alignas(4) float hp;
82 alignas(4) unsigned int deleted;
83};
84
85struct SSBO_Laser {
86 alignas(16) mat4 model;
87 alignas(4) vec3 color;
88 alignas(4) unsigned int deleted;
89};
90
91struct SSBO_Explosion {
92 alignas(16) mat4 model;
93 alignas(4) float explosionStartTime;
94 alignas(4) float explosionDuration;
95 alignas(4) unsigned int deleted;
96};
97
98struct UBO_VP_mats {
99 alignas(16) mat4 view;
100 alignas(16) mat4 proj;
101};
102
103struct UBO_Explosion {
104 alignas(16) mat4 view;
105 alignas(16) mat4 proj;
106 alignas(4) float cur_time;
107};
108
109// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
110// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
111// TODO: Maybe create a typedef for each of the templated SceneObject types
112template<class VertexType, class SSBOType>
113struct SceneObject {
114 vector<VertexType> vertices;
115 vector<uint16_t> indices;
116 SSBOType ssbo;
117
118 mat4 model_base;
119 mat4 model_transform;
120
121 bool modified;
122
123 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
124 // parent class
125 vec3 center; // currently only matters for asteroids
126 float radius; // currently only matters for asteroids
127 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
128};
129
130// TODO: Have to figure out how to include an optional ssbo parameter for each object
131// Could probably use the same approach to make indices optional
132// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
133// them mamdatory
134
135// TODO: Make a singleton timer class instead
136static float curTime;
137
138
139// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
140
141struct BaseEffectOverTime {
142 bool deleted;
143
144 virtual void applyEffect() = 0;
145
146 BaseEffectOverTime() :
147 deleted(false) {
148 }
149
150 virtual ~BaseEffectOverTime() {
151 }
152};
153
154template<class VertexType, class SSBOType>
155struct EffectOverTime : public BaseEffectOverTime {
156 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
157 vector<SceneObject<VertexType, SSBOType>>& objects;
158 unsigned int objectIndex;
159 size_t effectedFieldOffset;
160 float startValue;
161 float startTime;
162 float changePerSecond;
163
164 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
165 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
166 size_t effectedFieldOffset, float changePerSecond) :
167 pipeline(pipeline),
168 objects(objects),
169 objectIndex(objectIndex),
170 effectedFieldOffset(effectedFieldOffset),
171 startTime(curTime),
172 changePerSecond(changePerSecond) {
173 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
174
175 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
176 ssboOffset + effectedFieldOffset;
177
178 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
179 }
180
181 void applyEffect() {
182 if (objects[objectIndex].ssbo.deleted) {
183 this->deleted = true;
184 return;
185 }
186
187 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
188
189 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
190 ssboOffset + effectedFieldOffset;
191
192 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
193
194 objects[objectIndex].modified = true;
195 }
196};
197
198class VulkanGame {
199 public:
200 VulkanGame();
201 ~VulkanGame();
202
203 void run(int width, int height, unsigned char guiFlags);
204
205 void goToScreen(Screen* screen);
206 void quitGame();
207
208 map<ScreenType, Screen*> screens;
209 Screen* currentScreen;
210
211 TTF_Font* lazyFont;
212 TTF_Font* proggyFont;
213
214 int score;
215 float fps;
216
217 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
218
219 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
220
221 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
222
223 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
224
225 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
226
227 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
228
229 private:
230 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
231 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
232 VkDebugUtilsMessageTypeFlagsEXT messageType,
233 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
234 void* pUserData);
235
236 const float NEAR_CLIP = 0.1f;
237 const float FAR_CLIP = 100.0f;
238 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
239
240 const int EXPLOSION_PARTICLE_COUNT = 300;
241 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
242
243 bool done;
244
245 vec3 cam_pos;
246
247 // TODO: Good place to start using smart pointers
248 GameGui* gui;
249
250 SDL_version sdlVersion;
251 SDL_Window* window = nullptr;
252 SDL_Renderer* renderer = nullptr;
253
254 SDL_Texture* uiOverlay = nullptr;
255
256 VkInstance instance;
257 VkDebugUtilsMessengerEXT debugMessenger;
258 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
259 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
260 VkDevice device;
261
262 VkQueue graphicsQueue;
263 VkQueue presentQueue;
264
265 // TODO: Maybe make a swapchain struct for convenience
266 VkSurfaceFormatKHR swapChainSurfaceFormat;
267 VkPresentModeKHR swapChainPresentMode;
268 VkExtent2D swapChainExtent;
269 uint32_t swapChainMinImageCount;
270 uint32_t swapChainImageCount;
271 VkSwapchainKHR swapChain;
272 vector<VkImage> swapChainImages;
273 vector<VkImageView> swapChainImageViews;
274 vector<VkFramebuffer> swapChainFramebuffers;
275
276 VkRenderPass renderPass;
277
278 VkCommandPool resourceCommandPool;
279
280 vector<VkCommandPool> commandPools;
281 vector<VkCommandBuffer> commandBuffers;
282
283 VulkanImage depthImage;
284
285 // These are per frame
286 vector<VkSemaphore> imageAcquiredSemaphores;
287 vector<VkSemaphore> renderCompleteSemaphores;
288
289 // These are per swap chain image
290 vector<VkFence> inFlightFences;
291
292 uint32_t imageIndex;
293 uint32_t currentFrame;
294
295 bool shouldRecreateSwapChain;
296
297 VkDescriptorPool imguiDescriptorPool;
298
299 VkSampler textureSampler;
300
301 VulkanImage sdlOverlayImage;
302 VkDescriptorImageInfo sdlOverlayImageDescriptor;
303
304 VulkanImage floorTextureImage;
305 VkDescriptorImageInfo floorTextureImageDescriptor;
306
307 VulkanImage laserTextureImage;
308 VkDescriptorImageInfo laserTextureImageDescriptor;
309
310 mat4 viewMat, projMat;
311
312 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
313 // per pipeline.
314 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
315 // the objects vector, the ubo, and the ssbo
316
317 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
318 // if there is a need to add other uniform variables to one or more of the shaders
319
320 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
321
322 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
323
324 vector<VkBuffer> uniformBuffers_modelPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
327
328 UBO_VP_mats object_VP_mats;
329
330 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
331
332 vector<VkBuffer> uniformBuffers_shipPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
335
336 UBO_VP_mats ship_VP_mats;
337
338 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
339
340 vector<VkBuffer> uniformBuffers_asteroidPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
343
344 UBO_VP_mats asteroid_VP_mats;
345
346 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
347
348 vector<VkBuffer> uniformBuffers_laserPipeline;
349 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
350 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
351
352 UBO_VP_mats laser_VP_mats;
353
354 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
355
356 vector<VkBuffer> uniformBuffers_explosionPipeline;
357 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
358 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
359
360 UBO_Explosion explosion_UBO;
361
362 vector<BaseEffectOverTime*> effects;
363
364 time_point<steady_clock> startTime;
365 float prevTime, elapsedTime;
366
367 float fpsStartTime;
368 int frameCount;
369
370 float shipSpeed = 0.5f;
371 float asteroidSpeed = 2.0f;
372
373 float spawnRate_asteroid = 0.5;
374 float lastSpawn_asteroid;
375
376 unsigned int leftLaserIdx = -1;
377 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
378
379 unsigned int rightLaserIdx = -1;
380 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
381
382 bool initUI(int width, int height, unsigned char guiFlags);
383 void initVulkan();
384 void initGraphicsPipelines();
385 void initMatrices();
386 void mainLoop();
387 void updateScene();
388 void cleanup();
389
390 void createVulkanInstance(const vector<const char*>& validationLayers);
391 void setupDebugMessenger();
392 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
393 void createVulkanSurface();
394 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
395 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
396 void createLogicalDevice(const vector<const char*>& validationLayers,
397 const vector<const char*>& deviceExtensions);
398 void chooseSwapChainProperties();
399 void createSwapChain();
400 void createImageViews();
401 void createRenderPass();
402 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
403 void createResourceCommandPool();
404 void createCommandPools();
405 void createImageResources();
406 void createFramebuffers();
407 void createCommandBuffers();
408 void createSyncObjects();
409
410 void createTextureSampler();
411
412 void createImguiDescriptorPool();
413 void destroyImguiDescriptorPool();
414
415 // TODO: Since addObject() returns a reference to the new object now,
416 // stop using objects.back() to access the object that was just created
417 template<class VertexType, class SSBOType>
418 SceneObject<VertexType, SSBOType>& addObject(
419 vector<SceneObject<VertexType, SSBOType>>& objects,
420 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
421 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
422 bool pipelinesCreated);
423
424 template<class VertexType, class SSBOType>
425 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
426 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
427
428 template<class VertexType, class SSBOType>
429 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
430 SceneObject<VertexType, SSBOType>& obj, size_t index);
431
432 template<class VertexType>
433 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
434
435 template<class VertexType>
436 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
437
438 template<class VertexType, class SSBOType>
439 void centerObject(SceneObject<VertexType, SSBOType>& object);
440
441 void addLaser(vec3 start, vec3 end, vec3 color, float width);
442 void translateLaser(size_t index, const vec3& translation);
443 void updateLaserTarget(size_t index);
444 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
445 vec3& start, vec3& end, vec3& intersection);
446
447 void addExplosion(mat4 model_mat, float duration, float cur_time);
448
449 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
450 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
451 vector<VkDescriptorBufferInfo>& bufferInfoList);
452
453 void renderFrame();
454 void presentFrame();
455
456 void recreateSwapChain();
457
458 void cleanupSwapChain();
459};
460
461// Start of specialized no-op functions
462
463template<>
464inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
465}
466
467// End of specialized no-op functions
468
469// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
470// and to change the model matrix later by setting model_transform and then calling updateObject()
471// Figure out a better way to allow the model matrix to be set during objecting creation
472
473// TODO: Maybe return a reference to the object from this method if I decide that updating it
474// immediately after creation is a good idea (such as setting model_base)
475// Currently, model_base is set like this in a few places and the radius is set for asteroids
476// to account for scaling
477template<class VertexType, class SSBOType>
478SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
479 vector<SceneObject<VertexType, SSBOType>>& objects,
480 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
481 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
482 bool pipelinesCreated) {
483 // TODO: Use the model field of ssbo to set the object's model_base
484 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
485 size_t numVertices = pipeline.getNumVertices();
486
487 for (uint16_t& idx : indices) {
488 idx += numVertices;
489 }
490
491 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
492
493 SceneObject<VertexType, SSBOType>& obj = objects.back();
494
495 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
496 centerObject(obj);
497 }
498
499 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
500 resourceCommandPool, graphicsQueue);
501
502 if (pipelinesCreated) {
503 vkDeviceWaitIdle(device);
504
505 for (uint32_t i = 0; i < swapChainImageCount; i++) {
506 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
507 }
508
509 // TODO: The pipeline recreation only has to be done once per frame where at least
510 // one SSBO is resized.
511 // Refactor the logic to check for any resized SSBOs after all objects for the frame
512 // are created and then recreate each of the corresponding pipelines only once per frame
513 if (storageBufferResized) {
514 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
515 pipeline.createDescriptorPool(swapChainImages);
516 pipeline.createDescriptorSets(swapChainImages);
517 }
518
519 createCommandBuffers();
520 }
521
522 return obj;
523}
524
525// TODO: Just pass in the single object instead of a list of all of them
526template<class VertexType, class SSBOType>
527void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
528 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
529 SceneObject<VertexType, SSBOType>& obj = objects[index];
530
531 obj.ssbo.model = obj.model_transform * obj.model_base;
532 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
533
534 pipeline.updateObject(index, obj.ssbo);
535
536 obj.modified = false;
537}
538
539template<class VertexType, class SSBOType>
540void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
541 SceneObject<VertexType, SSBOType>& obj, size_t index) {
542 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
543}
544
545template<class VertexType>
546vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
547 for (unsigned int i = 0; i < vertices.size(); i += 3) {
548 vec3 p1 = vertices[i].pos;
549 vec3 p2 = vertices[i+1].pos;
550 vec3 p3 = vertices[i+2].pos;
551
552 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
553
554 // Add the same normal for all 3 vertices
555 vertices[i].normal = normal;
556 vertices[i+1].normal = normal;
557 vertices[i+2].normal = normal;
558 }
559
560 return vertices;
561}
562
563template<class VertexType>
564vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
565 for (VertexType& vertex : vertices) {
566 vertex.objIndex = objIndex;
567 }
568
569 return vertices;
570}
571
572template<class VertexType, class SSBOType>
573void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
574 vector<VertexType>& vertices = object.vertices;
575
576 float min_x = vertices[0].pos.x;
577 float max_x = vertices[0].pos.x;
578 float min_y = vertices[0].pos.y;
579 float max_y = vertices[0].pos.y;
580 float min_z = vertices[0].pos.z;
581 float max_z = vertices[0].pos.z;
582
583 // start from the second point
584 for (unsigned int i = 1; i < vertices.size(); i++) {
585 vec3& pos = vertices[i].pos;
586
587 if (min_x > pos.x) {
588 min_x = pos.x;
589 } else if (max_x < pos.x) {
590 max_x = pos.x;
591 }
592
593 if (min_y > pos.y) {
594 min_y = pos.y;
595 } else if (max_y < pos.y) {
596 max_y = pos.y;
597 }
598
599 if (min_z > pos.z) {
600 min_z = pos.z;
601 } else if (max_z < pos.z) {
602 max_z = pos.z;
603 }
604 }
605
606 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
607
608 for (unsigned int i = 0; i < vertices.size(); i++) {
609 vertices[i].pos -= center;
610 }
611
612 object.radius = std::max(max_x - center.x, max_y - center.y);
613 object.radius = std::max(object.radius, max_z - center.z);
614
615 object.center = vec3(0.0f, 0.0f, 0.0f);
616}
617
618#endif // _VULKAN_GAME_H
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