source: opengl-game/vulkan-game.hpp@ 34bdf3a

feature/imgui-sdl points-test
Last change on this file since 34bdf3a was 34bdf3a, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In vulkangame, create Vulkan synchronization objects for rendering

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File size: 3.9 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <glm/glm.hpp>
5
6#include "game-gui-sdl.hpp"
7#include "graphics-pipeline_vulkan.hpp"
8
9#include "vulkan-utils.hpp"
10
11#ifdef NDEBUG
12 const bool ENABLE_VALIDATION_LAYERS = false;
13#else
14 const bool ENABLE_VALIDATION_LAYERS = true;
15#endif
16
17// TODO: Figure out if these structs should be defined in the VulkanGame class
18
19struct Vertex {
20 glm::vec3 pos;
21 glm::vec3 color;
22 glm::vec2 texCoord;
23};
24
25struct OverlayVertex {
26 glm::vec3 pos;
27 glm::vec2 texCoord;
28};
29
30class VulkanGame {
31 public:
32 VulkanGame(int maxFramesInFlight);
33 ~VulkanGame();
34
35 void run(int width, int height, unsigned char guiFlags);
36
37 private:
38 const int MAX_FRAMES_IN_FLIGHT;
39
40 GameGui* gui;
41
42 vector<GraphicsPipeline_Vulkan> graphicsPipelines;
43
44 SDL_version sdlVersion;
45 SDL_Window* window = nullptr;
46 SDL_Renderer* renderer = nullptr;
47
48 SDL_Texture* uiOverlay = nullptr;
49
50 VkInstance instance;
51 VkDebugUtilsMessengerEXT debugMessenger;
52 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
53 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
54 VkDevice device;
55
56 VkQueue graphicsQueue;
57 VkQueue presentQueue;
58
59 VkSwapchainKHR swapChain;
60 vector<VkImage> swapChainImages;
61 VkFormat swapChainImageFormat;
62 VkExtent2D swapChainExtent;
63 vector<VkImageView> swapChainImageViews;
64 vector<VkFramebuffer> swapChainFramebuffers;
65
66 VkRenderPass renderPass;
67 VkCommandPool commandPool;
68 vector<VkCommandBuffer> commandBuffers;
69
70 VulkanImage depthImage;
71
72 VkSampler textureSampler;
73
74 vector<VkDescriptorBufferInfo> uniformBufferInfoList;
75
76 // These are currently to store the MVP matrix
77 // I should figure out if it makes sense to use them for other uniforms in the future
78 // If not, I should rename them to better indicate their purpose.
79 // I should also decide if I can use these for all shaders, or if I need a separapte set of buffers for each one
80 vector<VkBuffer> uniformBuffers;
81 vector<VkDeviceMemory> uniformBuffersMemory;
82
83 VulkanImage floorTextureImage;
84 VkDescriptorImageInfo floorTextureImageDescriptor;
85
86 VulkanImage sdlOverlayImage;
87 VkDescriptorImageInfo sdlOverlayImageDescriptor;
88
89 vector<VkSemaphore> imageAvailableSemaphores;
90 vector<VkSemaphore> renderFinishedSemaphores;
91 vector<VkFence> inFlightFences;
92
93 bool framebufferResized = false;
94
95 bool initWindow(int width, int height, unsigned char guiFlags);
96 void initVulkan();
97 void mainLoop();
98 void renderUI();
99 void renderScene();
100 void cleanup();
101
102 void createVulkanInstance(const vector<const char*> &validationLayers);
103 void setupDebugMessenger();
104 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
105 void createVulkanSurface();
106 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
107 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
108 void createLogicalDevice(
109 const vector<const char*> validationLayers,
110 const vector<const char*>& deviceExtensions);
111 void createSwapChain();
112 void createImageViews();
113 void createRenderPass();
114 VkFormat findDepthFormat();
115 void createCommandPool();
116 void createImageResources();
117
118 void createTextureSampler();
119 void createFramebuffers();
120 void createUniformBuffers();
121 void createCommandBuffers();
122 void createSyncObjects();
123
124 void cleanupSwapChain();
125
126 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
127 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
128 VkDebugUtilsMessageTypeFlagsEXT messageType,
129 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
130 void* pUserData);
131};
132
133#endif // _VULKAN_GAME_H
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