source: opengl-game/vulkan-game.hpp@ 301c90a

feature/imgui-sdl
Last change on this file since 301c90a was 301c90a, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Implement the start of a generic UI system built on top of IMGUI, which can reposition elements when the screen is resized, and use it in VulkanGame

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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#include <vector>
8
9#include <vulkan/vulkan.h>
10
11#include <SDL2/SDL.h>
12#include <SDL2/SDL_ttf.h>
13
14#define GLM_FORCE_RADIANS
15#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
16#define GLM_FORCE_RIGHT_HANDED
17
18#include <glm/glm.hpp>
19#include <glm/gtc/matrix_transform.hpp>
20
21#include "IMGUI/imgui_impl_vulkan.h"
22
23#include "consts.hpp"
24#include "vulkan-utils.hpp"
25#include "graphics-pipeline_vulkan.hpp"
26#include "game-gui-sdl.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
136// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
137
138struct BaseEffectOverTime {
139 bool deleted;
140
141 virtual void applyEffect(float curTime) = 0;
142
143 BaseEffectOverTime() :
144 deleted(false) {
145 }
146
147 virtual ~BaseEffectOverTime() {
148 }
149};
150
151template<class VertexType, class SSBOType>
152struct EffectOverTime : public BaseEffectOverTime {
153 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
154 vector<SceneObject<VertexType, SSBOType>>& objects;
155 unsigned int objectIndex;
156 size_t effectedFieldOffset;
157 float startValue;
158 float startTime;
159 float changePerSecond;
160
161 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
162 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
163 size_t effectedFieldOffset, float startTime, float changePerSecond) :
164 pipeline(pipeline),
165 objects(objects),
166 objectIndex(objectIndex),
167 effectedFieldOffset(effectedFieldOffset),
168 startTime(startTime),
169 changePerSecond(changePerSecond) {
170 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
171
172 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
173 ssboOffset + effectedFieldOffset;
174
175 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
176 }
177
178 void applyEffect(float curTime) {
179 if (objects[objectIndex].ssbo.deleted) {
180 this->deleted = true;
181 return;
182 }
183
184 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
185
186 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
187 ssboOffset + effectedFieldOffset;
188
189 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
190
191 objects[objectIndex].modified = true;
192 }
193};
194
195enum UIValueType {
196 UIVALUE_INT,
197 UIVALUE_DOUBLE,
198};
199
200struct UIValue {
201 UIValueType type;
202 string label;
203 void* value;
204
205 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
206};
207
208class VulkanGame {
209 public:
210 VulkanGame();
211 ~VulkanGame();
212
213 void run(int width, int height, unsigned char guiFlags);
214
215 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
216 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
217 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
218 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
219 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
220
221 private:
222 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
223 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
224 VkDebugUtilsMessageTypeFlagsEXT messageType,
225 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
226 void* pUserData);
227
228 const float NEAR_CLIP = 0.1f;
229 const float FAR_CLIP = 100.0f;
230 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
231
232 const int EXPLOSION_PARTICLE_COUNT = 300;
233 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
234
235 bool done;
236
237 vec3 cam_pos;
238
239 // TODO: Good place to start using smart pointers
240 GameGui* gui;
241
242 SDL_version sdlVersion;
243 SDL_Window* window = nullptr;
244
245 int drawableWidth, drawableHeight;
246
247 VkInstance instance;
248 VkDebugUtilsMessengerEXT debugMessenger;
249 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
250 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
251 VkDevice device;
252
253 VkQueue graphicsQueue;
254 VkQueue presentQueue;
255
256 // TODO: Maybe make a swapchain struct for convenience
257 VkSurfaceFormatKHR swapChainSurfaceFormat;
258 VkPresentModeKHR swapChainPresentMode;
259 VkExtent2D swapChainExtent;
260 uint32_t swapChainMinImageCount;
261 uint32_t swapChainImageCount;
262 VkSwapchainKHR swapChain;
263 vector<VkImage> swapChainImages;
264 vector<VkImageView> swapChainImageViews;
265 vector<VkFramebuffer> swapChainFramebuffers;
266
267 VkRenderPass renderPass;
268
269 VkCommandPool resourceCommandPool;
270
271 vector<VkCommandPool> commandPools;
272 vector<VkCommandBuffer> commandBuffers;
273
274 VulkanImage depthImage;
275
276 // These are per frame
277 vector<VkSemaphore> imageAcquiredSemaphores;
278 vector<VkSemaphore> renderCompleteSemaphores;
279
280 // These are per swap chain image
281 vector<VkFence> inFlightFences;
282
283 uint32_t imageIndex;
284 uint32_t currentFrame;
285
286 bool shouldRecreateSwapChain;
287
288 VkDescriptorPool imguiDescriptorPool;
289
290 VkSampler textureSampler;
291
292 VulkanImage floorTextureImage;
293 VkDescriptorImageInfo floorTextureImageDescriptor;
294
295 VulkanImage laserTextureImage;
296 VkDescriptorImageInfo laserTextureImageDescriptor;
297
298 mat4 viewMat, projMat;
299
300 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
301 // per pipeline.
302 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
303 // the objects vector, the ubo, and the ssbo
304
305 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
306 // if there is a need to add other uniform variables to one or more of the shaders
307
308 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
309
310 vector<VkBuffer> uniformBuffers_modelPipeline;
311 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
312 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
313
314 UBO_VP_mats object_VP_mats;
315
316 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
317
318 vector<VkBuffer> uniformBuffers_shipPipeline;
319 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
320 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
321
322 UBO_VP_mats ship_VP_mats;
323
324 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
325
326 vector<VkBuffer> uniformBuffers_asteroidPipeline;
327 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
328 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
329
330 UBO_VP_mats asteroid_VP_mats;
331
332 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
333
334 vector<VkBuffer> uniformBuffers_laserPipeline;
335 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
336 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
337
338 UBO_VP_mats laser_VP_mats;
339
340 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
341
342 vector<VkBuffer> uniformBuffers_explosionPipeline;
343 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
344 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
345
346 UBO_Explosion explosion_UBO;
347
348 vector<BaseEffectOverTime*> effects;
349
350 float shipSpeed = 0.5f;
351 float asteroidSpeed = 2.0f;
352
353 float spawnRate_asteroid = 0.5;
354 float lastSpawn_asteroid;
355
356 unsigned int leftLaserIdx = -1;
357 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
358
359 unsigned int rightLaserIdx = -1;
360 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
361
362 /*** High-level vars ***/
363
364 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
365 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
366
367 map<string, vector<UIValue>> valueLists;
368
369 int score;
370 float fps;
371
372 // TODO: Make a separate TImer class
373 // It could also deal with the steady_clock vs high_resolution_clock issue
374 time_point<steady_clock> startTime;
375 float fpsStartTime, curTime, prevTime, elapsedTime;
376
377 int frameCount;
378
379 /*** Functions ***/
380
381 bool initUI(int width, int height, unsigned char guiFlags);
382 void initVulkan();
383 void initGraphicsPipelines();
384 void initMatrices();
385 void renderLoop();
386 void updateScene();
387 void cleanup();
388
389 void createVulkanInstance(const vector<const char*>& validationLayers);
390 void setupDebugMessenger();
391 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
392 void createVulkanSurface();
393 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
394 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
395 void createLogicalDevice(const vector<const char*>& validationLayers,
396 const vector<const char*>& deviceExtensions);
397 void chooseSwapChainProperties();
398 void createSwapChain();
399 void createImageViews();
400 void createRenderPass();
401 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
402 void createResourceCommandPool();
403 void createCommandPools();
404 void createImageResources();
405 void createFramebuffers();
406 void createCommandBuffers();
407 void createSyncObjects();
408
409 void createTextureSampler();
410
411 void createImguiDescriptorPool();
412 void destroyImguiDescriptorPool();
413
414 // TODO: Since addObject() returns a reference to the new object now,
415 // stop using objects.back() to access the object that was just created
416 template<class VertexType, class SSBOType>
417 SceneObject<VertexType, SSBOType>& addObject(
418 vector<SceneObject<VertexType, SSBOType>>& objects,
419 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
420 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
421 bool pipelinesCreated);
422
423 template<class VertexType, class SSBOType>
424 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
425 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
426
427 template<class VertexType, class SSBOType>
428 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
429 SceneObject<VertexType, SSBOType>& obj, size_t index);
430
431 template<class VertexType>
432 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
433
434 template<class VertexType>
435 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
436
437 template<class VertexType, class SSBOType>
438 void centerObject(SceneObject<VertexType, SSBOType>& object);
439
440 void addLaser(vec3 start, vec3 end, vec3 color, float width);
441 void translateLaser(size_t index, const vec3& translation);
442 void updateLaserTarget(size_t index);
443 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
444 vec3& start, vec3& end, vec3& intersection);
445
446 void addExplosion(mat4 model_mat, float duration, float cur_time);
447
448 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
449 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
450 vector<VkDescriptorBufferInfo>& bufferInfoList);
451
452 void renderFrame(ImDrawData* draw_data);
453 void presentFrame();
454
455 void recreateSwapChain();
456
457 void cleanupSwapChain();
458
459 /*** High-level functions ***/
460
461 void renderMainScreen(int width, int height);
462 void renderGameScreen(int width, int height);
463
464 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
465 void renderGuiValueList(vector<UIValue>& values);
466
467 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
468 void quitGame();
469};
470
471// Start of specialized no-op functions
472
473template<>
474inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
475}
476
477// End of specialized no-op functions
478
479// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
480// and to change the model matrix later by setting model_transform and then calling updateObject()
481// Figure out a better way to allow the model matrix to be set during objecting creation
482
483// TODO: Maybe return a reference to the object from this method if I decide that updating it
484// immediately after creation is a good idea (such as setting model_base)
485// Currently, model_base is set like this in a few places and the radius is set for asteroids
486// to account for scaling
487template<class VertexType, class SSBOType>
488SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
489 vector<SceneObject<VertexType, SSBOType>>& objects,
490 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
491 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
492 bool pipelinesCreated) {
493 // TODO: Use the model field of ssbo to set the object's model_base
494 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
495 size_t numVertices = pipeline.getNumVertices();
496
497 for (uint16_t& idx : indices) {
498 idx += numVertices;
499 }
500
501 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
502
503 SceneObject<VertexType, SSBOType>& obj = objects.back();
504
505 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
506 centerObject(obj);
507 }
508
509 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
510 resourceCommandPool, graphicsQueue);
511
512 if (pipelinesCreated) {
513 vkDeviceWaitIdle(device);
514
515 for (uint32_t i = 0; i < swapChainImageCount; i++) {
516 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
517 }
518
519 // TODO: The pipeline recreation only has to be done once per frame where at least
520 // one SSBO is resized.
521 // Refactor the logic to check for any resized SSBOs after all objects for the frame
522 // are created and then recreate each of the corresponding pipelines only once per frame
523 if (storageBufferResized) {
524 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
525 pipeline.createDescriptorPool(swapChainImages);
526 pipeline.createDescriptorSets(swapChainImages);
527 }
528
529 createCommandBuffers();
530 }
531
532 return obj;
533}
534
535// TODO: Just pass in the single object instead of a list of all of them
536template<class VertexType, class SSBOType>
537void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
538 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
539 SceneObject<VertexType, SSBOType>& obj = objects[index];
540
541 obj.ssbo.model = obj.model_transform * obj.model_base;
542 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
543
544 pipeline.updateObject(index, obj.ssbo);
545
546 obj.modified = false;
547}
548
549template<class VertexType, class SSBOType>
550void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
551 SceneObject<VertexType, SSBOType>& obj, size_t index) {
552 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
553}
554
555template<class VertexType>
556vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
557 for (unsigned int i = 0; i < vertices.size(); i += 3) {
558 vec3 p1 = vertices[i].pos;
559 vec3 p2 = vertices[i+1].pos;
560 vec3 p3 = vertices[i+2].pos;
561
562 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
563
564 // Add the same normal for all 3 vertices
565 vertices[i].normal = normal;
566 vertices[i+1].normal = normal;
567 vertices[i+2].normal = normal;
568 }
569
570 return vertices;
571}
572
573template<class VertexType>
574vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
575 for (VertexType& vertex : vertices) {
576 vertex.objIndex = objIndex;
577 }
578
579 return vertices;
580}
581
582template<class VertexType, class SSBOType>
583void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
584 vector<VertexType>& vertices = object.vertices;
585
586 float min_x = vertices[0].pos.x;
587 float max_x = vertices[0].pos.x;
588 float min_y = vertices[0].pos.y;
589 float max_y = vertices[0].pos.y;
590 float min_z = vertices[0].pos.z;
591 float max_z = vertices[0].pos.z;
592
593 // start from the second point
594 for (unsigned int i = 1; i < vertices.size(); i++) {
595 vec3& pos = vertices[i].pos;
596
597 if (min_x > pos.x) {
598 min_x = pos.x;
599 } else if (max_x < pos.x) {
600 max_x = pos.x;
601 }
602
603 if (min_y > pos.y) {
604 min_y = pos.y;
605 } else if (max_y < pos.y) {
606 max_y = pos.y;
607 }
608
609 if (min_z > pos.z) {
610 min_z = pos.z;
611 } else if (max_z < pos.z) {
612 max_z = pos.z;
613 }
614 }
615
616 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
617
618 for (unsigned int i = 0; i < vertices.size(); i++) {
619 vertices[i].pos -= center;
620 }
621
622 object.radius = std::max(max_x - center.x, max_y - center.y);
623 object.radius = std::max(object.radius, max_z - center.z);
624
625 object.center = vec3(0.0f, 0.0f, 0.0f);
626}
627
628#endif // _VULKAN_GAME_H
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