source: opengl-game/vulkan-game.hpp@ 3782d66

feature/imgui-sdl points-test
Last change on this file since 3782d66 was 3782d66, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Add a new pipeline, vertex type, and ubo-related structures to render the ship

  • Property mode set to 100644
File size: 5.5 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};
35
36struct UBO_MvpMat {
37 alignas(16) mat4 model;
38 alignas(16) mat4 view;
39 alignas(16) mat4 proj;
40};
41
42class VulkanGame {
43 public:
44 VulkanGame(int maxFramesInFlight);
45 ~VulkanGame();
46
47 void run(int width, int height, unsigned char guiFlags);
48
49 private:
50 const int MAX_FRAMES_IN_FLIGHT;
51
52 const float NEAR_CLIP = 0.1f;
53 const float FAR_CLIP = 100.0f;
54 const float FOV_ANGLE = 67.0f;
55
56 vec3 cam_pos;
57
58 UBO_MvpMat modelMvpMats;
59 UBO_MvpMat shipMvpMats;
60
61 GameGui* gui;
62
63 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
64 GraphicsPipeline_Vulkan<OverlayVertex> overlayPipeline;
65 GraphicsPipeline_Vulkan<ShipVertex> shipPipeline;
66
67 SDL_version sdlVersion;
68 SDL_Window* window = nullptr;
69 SDL_Renderer* renderer = nullptr;
70
71 SDL_Texture* uiOverlay = nullptr;
72
73 VkInstance instance;
74 VkDebugUtilsMessengerEXT debugMessenger;
75 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
76 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
77 VkDevice device;
78
79 VkQueue graphicsQueue;
80 VkQueue presentQueue;
81
82 VkSwapchainKHR swapChain;
83 vector<VkImage> swapChainImages;
84 VkFormat swapChainImageFormat;
85 VkExtent2D swapChainExtent;
86 vector<VkImageView> swapChainImageViews;
87 vector<VkFramebuffer> swapChainFramebuffers;
88
89 VkRenderPass renderPass;
90 VkCommandPool commandPool;
91 vector<VkCommandBuffer> commandBuffers;
92
93 VulkanImage depthImage;
94
95 VkSampler textureSampler;
96
97 // These are currently to store the MVP matrix
98 // I should figure out if it makes sense to use them for other uniforms in the future
99 // If not, I should rename them to better indicate their purpose.
100 vector<VkBuffer> uniformBuffers;
101 vector<VkDeviceMemory> uniformBuffersMemory;
102
103 vector<VkDescriptorBufferInfo> uniformBufferInfoList;
104
105 vector<VkBuffer> uniformBuffers_shipPipeline;
106 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
107
108 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
109
110 VulkanImage floorTextureImage;
111 VkDescriptorImageInfo floorTextureImageDescriptor;
112
113 VulkanImage sdlOverlayImage;
114 VkDescriptorImageInfo sdlOverlayImageDescriptor;
115
116 TTF_Font* font;
117 SDL_Texture* fontSDLTexture;
118
119 SDL_Texture* imageSDLTexture;
120
121 vector<VkSemaphore> imageAvailableSemaphores;
122 vector<VkSemaphore> renderFinishedSemaphores;
123 vector<VkFence> inFlightFences;
124
125 size_t currentFrame;
126
127 bool framebufferResized;
128
129 bool initWindow(int width, int height, unsigned char guiFlags);
130 void initVulkan();
131 void initGraphicsPipelines();
132 void initMatrices();
133 void mainLoop();
134 void updateScene(uint32_t currentImage);
135 void renderUI();
136 void renderScene();
137 void cleanup();
138
139 void createVulkanInstance(const vector<const char*> &validationLayers);
140 void setupDebugMessenger();
141 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
142 void createVulkanSurface();
143 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
144 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
145 void createLogicalDevice(
146 const vector<const char*> validationLayers,
147 const vector<const char*>& deviceExtensions);
148 void createSwapChain();
149 void createImageViews();
150 void createRenderPass();
151 VkFormat findDepthFormat();
152 void createCommandPool();
153 void createImageResources();
154
155 void createTextureSampler();
156 void createFramebuffers();
157 void createCommandBuffers();
158 void createSyncObjects();
159
160 template<class UniformType>
161 void createUniformBuffers(vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
162 vector<VkDescriptorBufferInfo>& bufferInfoList);
163
164 void recreateSwapChain();
165
166 void cleanupSwapChain();
167
168 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
169 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
170 VkDebugUtilsMessageTypeFlagsEXT messageType,
171 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
172 void* pUserData);
173};
174
175template<class UniformType>
176void VulkanGame::createUniformBuffers(vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
177 vector<VkDescriptorBufferInfo>& bufferInfoList) {
178 buffers.resize(swapChainImages.size());
179 buffersMemory.resize(swapChainImages.size());
180 bufferInfoList.resize(swapChainImages.size());
181
182 for (size_t i = 0; i < swapChainImages.size(); i++) {
183 VulkanUtils::createBuffer(device, physicalDevice, sizeof(UniformType), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
184 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
185 buffers[i], buffersMemory[i]);
186
187 bufferInfoList[i].buffer = buffers[i];
188 bufferInfoList[i].offset = 0;
189 bufferInfoList[i].range = sizeof(UniformType);
190 }
191}
192
193#endif // _VULKAN_GAME_H
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