source: opengl-game/vulkan-game.hpp@ 3b7d497

feature/imgui-sdl
Last change on this file since 3b7d497 was 3b7d497, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Start implementing an ImGUI ui on top of SDL and Vulkan using some example code

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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(int maxFramesInFlight);
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 // TODO: Make these consts static
237 // Also, maybe move them into consts.hpp
238
239 const int MAX_FRAMES_IN_FLIGHT;
240
241 const float NEAR_CLIP = 0.1f;
242 const float FAR_CLIP = 100.0f;
243 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
244
245 const int EXPLOSION_PARTICLE_COUNT = 300;
246 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
247
248 bool quit;
249
250 vec3 cam_pos;
251
252 // TODO: Good place to start using smart pointers
253 GameGui* gui;
254
255 SDL_version sdlVersion;
256 SDL_Window* window = nullptr;
257 SDL_Renderer* renderer = nullptr;
258
259 SDL_Texture* uiOverlay = nullptr;
260
261 VkInstance instance;
262 VkDebugUtilsMessengerEXT debugMessenger;
263 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
264 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
265 VkDevice device;
266
267 VkQueue graphicsQueue;
268 VkQueue presentQueue;
269
270 uint32_t swapChainImageCount;
271 VkSwapchainKHR swapChain;
272 vector<VkImage> swapChainImages;
273 VkFormat swapChainImageFormat;
274 VkExtent2D swapChainExtent;
275 vector<VkImageView> swapChainImageViews;
276 vector<VkFramebuffer> swapChainFramebuffers;
277
278 VkRenderPass renderPass;
279 VkCommandPool commandPool;
280 vector<VkCommandBuffer> commandBuffers;
281
282 VulkanImage depthImage;
283
284 vector<VkSemaphore> imageAvailableSemaphores;
285 vector<VkSemaphore> renderFinishedSemaphores;
286 vector<VkFence> inFlightFences;
287
288 size_t currentFrame;
289
290 bool framebufferResized;
291
292 VkDescriptorPool imguiDescriptorPool;
293
294 VkSampler textureSampler;
295
296 VulkanImage sdlOverlayImage;
297 VkDescriptorImageInfo sdlOverlayImageDescriptor;
298
299 VulkanImage floorTextureImage;
300 VkDescriptorImageInfo floorTextureImageDescriptor;
301
302 VulkanImage laserTextureImage;
303 VkDescriptorImageInfo laserTextureImageDescriptor;
304
305 mat4 viewMat, projMat;
306
307 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
308 // per pipeline.
309 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
310 // the objects vector, the ubo, and the ssbo
311
312 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
313 // if there is a need to add other uniform variables to one or more of the shaders
314
315 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
316
317 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
318
319 vector<VkBuffer> uniformBuffers_modelPipeline;
320 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
321 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
322
323 UBO_VP_mats object_VP_mats;
324
325 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
326
327 vector<VkBuffer> uniformBuffers_shipPipeline;
328 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
329 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
330
331 UBO_VP_mats ship_VP_mats;
332
333 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
334
335 vector<VkBuffer> uniformBuffers_asteroidPipeline;
336 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
337 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
338
339 UBO_VP_mats asteroid_VP_mats;
340
341 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
342
343 vector<VkBuffer> uniformBuffers_laserPipeline;
344 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
345 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
346
347 UBO_VP_mats laser_VP_mats;
348
349 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
350
351 vector<VkBuffer> uniformBuffers_explosionPipeline;
352 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
353 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
354
355 UBO_Explosion explosion_UBO;
356
357 vector<BaseEffectOverTime*> effects;
358
359 time_point<steady_clock> startTime;
360 float prevTime, elapsedTime;
361
362 float fpsStartTime;
363 int frameCount;
364
365 float shipSpeed = 0.5f;
366 float asteroidSpeed = 2.0f;
367
368 float spawnRate_asteroid = 0.5;
369 float lastSpawn_asteroid;
370
371 unsigned int leftLaserIdx = -1;
372 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
373
374 unsigned int rightLaserIdx = -1;
375 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
376
377 bool initUI(int width, int height, unsigned char guiFlags);
378 void initVulkan();
379 void initGraphicsPipelines();
380 void initMatrices();
381 void mainLoop();
382 void updateScene(uint32_t currentImage);
383 void renderScene();
384 void cleanup();
385
386 void createVulkanInstance(const vector<const char*>& validationLayers);
387 void setupDebugMessenger();
388 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
389 void createVulkanSurface();
390 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
391 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
392 void createLogicalDevice(const vector<const char*>& validationLayers,
393 const vector<const char*>& deviceExtensions);
394 void createSwapChain();
395 void createImageViews();
396 void createRenderPass();
397 VkFormat findDepthFormat();
398 void createCommandPool();
399 void createImageResources();
400
401 void createTextureSampler();
402 void createFramebuffers();
403 void createCommandBuffers();
404 void createSyncObjects();
405
406 void createImguiDescriptorPool();
407 void destroyImguiDescriptorPool();
408
409 // TODO: Since addObject() returns a reference to the new object now,
410 // stop using objects.back() to access the object that was just created
411 template<class VertexType, class SSBOType>
412 SceneObject<VertexType, SSBOType>& addObject(
413 vector<SceneObject<VertexType, SSBOType>>& objects,
414 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
415 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
416 bool pipelinesCreated);
417
418 template<class VertexType, class SSBOType>
419 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
420 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
421
422 template<class VertexType, class SSBOType>
423 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
424 SceneObject<VertexType, SSBOType>& obj, size_t index);
425
426 template<class VertexType>
427 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
428
429 template<class VertexType>
430 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
431
432 template<class VertexType, class SSBOType>
433 void centerObject(SceneObject<VertexType, SSBOType>& object);
434
435 void addLaser(vec3 start, vec3 end, vec3 color, float width);
436 void translateLaser(size_t index, const vec3& translation);
437 void updateLaserTarget(size_t index);
438 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
439 vec3& start, vec3& end, vec3& intersection);
440
441 void addExplosion(mat4 model_mat, float duration, float cur_time);
442
443 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
444 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
445 vector<VkDescriptorBufferInfo>& bufferInfoList);
446
447 void recreateSwapChain();
448
449 void cleanupSwapChain();
450};
451
452// Start of specialized no-op functions
453
454template<>
455inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
456}
457
458// End of specialized no-op functions
459
460// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
461// and to change the model matrix later by setting model_transform and then calling updateObject()
462// Figure out a better way to allow the model matrix to be set during objecting creation
463
464// TODO: Maybe return a reference to the object from this method if I decide that updating it
465// immediately after creation is a good idea (such as setting model_base)
466// Currently, model_base is set like this in a few places and the radius is set for asteroids
467// to account for scaling
468template<class VertexType, class SSBOType>
469SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
470 vector<SceneObject<VertexType, SSBOType>>& objects,
471 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
472 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
473 bool pipelinesCreated) {
474 // TODO: Use the model field of ssbo to set the object's model_base
475 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
476 size_t numVertices = pipeline.getNumVertices();
477
478 for (uint16_t& idx : indices) {
479 idx += numVertices;
480 }
481
482 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
483
484 SceneObject<VertexType, SSBOType>& obj = objects.back();
485
486 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
487 centerObject(obj);
488 }
489
490 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
491 this->commandPool, this->graphicsQueue);
492
493 if (pipelinesCreated) {
494 vkDeviceWaitIdle(device);
495 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
496
497 // TODO: The pipeline recreation only has to be done once per frame where at least
498 // one SSBO is resized.
499 // Refactor the logic to check for any resized SSBOs after all objects for the frame
500 // are created and then recreate each of the corresponding pipelines only once per frame
501 if (storageBufferResized) {
502 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
503 pipeline.createDescriptorPool(swapChainImages);
504 pipeline.createDescriptorSets(swapChainImages);
505 }
506
507 createCommandBuffers();
508 }
509
510 return obj;
511}
512
513// TODO: Just pass in the single object instead of a list of all of them
514template<class VertexType, class SSBOType>
515void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
516 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
517 SceneObject<VertexType, SSBOType>& obj = objects[index];
518
519 obj.ssbo.model = obj.model_transform * obj.model_base;
520 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
521
522 pipeline.updateObject(index, obj.ssbo);
523
524 obj.modified = false;
525}
526
527template<class VertexType, class SSBOType>
528void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
529 SceneObject<VertexType, SSBOType>& obj, size_t index) {
530 pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
531}
532
533template<class VertexType>
534vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
535 for (unsigned int i = 0; i < vertices.size(); i += 3) {
536 vec3 p1 = vertices[i].pos;
537 vec3 p2 = vertices[i+1].pos;
538 vec3 p3 = vertices[i+2].pos;
539
540 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
541
542 // Add the same normal for all 3 vertices
543 vertices[i].normal = normal;
544 vertices[i+1].normal = normal;
545 vertices[i+2].normal = normal;
546 }
547
548 return vertices;
549}
550
551template<class VertexType>
552vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
553 for (VertexType& vertex : vertices) {
554 vertex.objIndex = objIndex;
555 }
556
557 return vertices;
558}
559
560template<class VertexType, class SSBOType>
561void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
562 vector<VertexType>& vertices = object.vertices;
563
564 float min_x = vertices[0].pos.x;
565 float max_x = vertices[0].pos.x;
566 float min_y = vertices[0].pos.y;
567 float max_y = vertices[0].pos.y;
568 float min_z = vertices[0].pos.z;
569 float max_z = vertices[0].pos.z;
570
571 // start from the second point
572 for (unsigned int i = 1; i < vertices.size(); i++) {
573 vec3& pos = vertices[i].pos;
574
575 if (min_x > pos.x) {
576 min_x = pos.x;
577 } else if (max_x < pos.x) {
578 max_x = pos.x;
579 }
580
581 if (min_y > pos.y) {
582 min_y = pos.y;
583 } else if (max_y < pos.y) {
584 max_y = pos.y;
585 }
586
587 if (min_z > pos.z) {
588 min_z = pos.z;
589 } else if (max_z < pos.z) {
590 max_z = pos.z;
591 }
592 }
593
594 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
595
596 for (unsigned int i = 0; i < vertices.size(); i++) {
597 vertices[i].pos -= center;
598 }
599
600 object.radius = std::max(max_x - center.x, max_y - center.y);
601 object.radius = std::max(object.radius, max_z - center.z);
602
603 object.center = vec3(0.0f, 0.0f, 0.0f);
604}
605
606#endif // _VULKAN_GAME_H
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