source: opengl-game/vulkan-game.hpp@ 6104594

feature/imgui-sdl points-test
Last change on this file since 6104594 was 6104594, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Make curTime a static global variable so it can be used by classes outside of VulkanGame

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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <chrono>
5
6#define GLM_FORCE_RADIANS
7#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
8#define GLM_FORCE_RIGHT_HANDED
9
10#include <glm/glm.hpp>
11#include <glm/gtc/matrix_transform.hpp>
12
13#include "game-gui-sdl.hpp"
14#include "graphics-pipeline_vulkan.hpp"
15
16#include "vulkan-utils.hpp"
17
18using namespace glm;
19using namespace std::chrono;
20
21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
27struct OverlayVertex {
28 vec3 pos;
29 vec2 texCoord;
30};
31
32struct ModelVertex {
33 vec3 pos;
34 vec3 color;
35 vec2 texCoord;
36 unsigned int objIndex;
37};
38
39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
42 vec3 normal;
43 unsigned int objIndex;
44};
45
46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
53struct UBO_VP_mats {
54 alignas(16) mat4 view;
55 alignas(16) mat4 proj;
56};
57
58struct SSBO_ModelObject {
59 alignas(16) mat4 model;
60};
61
62struct SSBO_Asteroid {
63 alignas(16) mat4 model;
64 alignas(4) float hp;
65 alignas(4) unsigned int deleted;
66};
67
68// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
69// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
70// TODO: Maybe create a typedef for each of the templated SceneObject types
71template<class VertexType, class SSBOType>
72struct SceneObject {
73 vector<VertexType> vertices;
74 vector<uint16_t> indices;
75 SSBOType ssbo;
76
77 mat4 model_base;
78 mat4 model_transform;
79
80 bool modified;
81
82 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
83 // parent class
84 vec3 center; // currently only matters for asteroids
85 float radius; // currently only matters for asteroids
86};
87
88// TODO: Have to figure out how to include an optional ssbo parameter for each object
89// Could probably use the same approach to make indices optional
90// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
91// them mamdatory
92
93// TODO: Make a singleton timer class instead
94static float curTime;
95
96class VulkanGame {
97 public:
98 VulkanGame(int maxFramesInFlight);
99 ~VulkanGame();
100
101 void run(int width, int height, unsigned char guiFlags);
102
103 private:
104 const int MAX_FRAMES_IN_FLIGHT;
105
106 const float NEAR_CLIP = 0.1f;
107 const float FAR_CLIP = 100.0f;
108 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
109
110 vec3 cam_pos;
111
112 GameGui* gui;
113
114 SDL_version sdlVersion;
115 SDL_Window* window = nullptr;
116 SDL_Renderer* renderer = nullptr;
117
118 SDL_Texture* uiOverlay = nullptr;
119
120 VkInstance instance;
121 VkDebugUtilsMessengerEXT debugMessenger;
122 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
123 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
124 VkDevice device;
125
126 VkQueue graphicsQueue;
127 VkQueue presentQueue;
128
129 VkSwapchainKHR swapChain;
130 vector<VkImage> swapChainImages;
131 VkFormat swapChainImageFormat;
132 VkExtent2D swapChainExtent;
133 vector<VkImageView> swapChainImageViews;
134 vector<VkFramebuffer> swapChainFramebuffers;
135
136 VkRenderPass renderPass;
137 VkCommandPool commandPool;
138 vector<VkCommandBuffer> commandBuffers;
139
140 VulkanImage depthImage;
141
142 VkSampler textureSampler;
143
144 VulkanImage sdlOverlayImage;
145 VkDescriptorImageInfo sdlOverlayImageDescriptor;
146
147 VulkanImage floorTextureImage;
148 VkDescriptorImageInfo floorTextureImageDescriptor;
149
150 TTF_Font* font;
151 SDL_Texture* fontSDLTexture;
152
153 SDL_Texture* imageSDLTexture;
154
155 vector<VkSemaphore> imageAvailableSemaphores;
156 vector<VkSemaphore> renderFinishedSemaphores;
157 vector<VkFence> inFlightFences;
158
159 size_t currentFrame;
160
161 bool framebufferResized;
162
163 mat4 viewMat, projMat;
164
165 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
166 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
167
168 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
169 // per pipeline.
170 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
171 // the objects vector, the ubo, and the ssbo
172
173 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
174 // if there is a need to add other uniform variables to one or more of the shaders
175
176 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
177 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
178
179 vector<VkBuffer> uniformBuffers_modelPipeline;
180 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
181 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
182
183 UBO_VP_mats object_VP_mats;
184
185 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
186 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
187
188 vector<VkBuffer> uniformBuffers_shipPipeline;
189 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
190 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
191
192 UBO_VP_mats ship_VP_mats;
193
194 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
195 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
196
197 vector<VkBuffer> uniformBuffers_asteroidPipeline;
198 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
199 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
200
201 UBO_VP_mats asteroid_VP_mats;
202
203 time_point<steady_clock> startTime;
204 float prevTime, elapsedTime;
205
206 float shipSpeed = 0.5f;
207 float asteroidSpeed = 2.0f;
208
209 float spawnRate_asteroid = 0.5;
210 float lastSpawn_asteroid;
211
212 bool initWindow(int width, int height, unsigned char guiFlags);
213 void initVulkan();
214 void initGraphicsPipelines();
215 void initMatrices();
216 void mainLoop();
217 void updateScene(uint32_t currentImage);
218 void renderUI();
219 void renderScene();
220 void cleanup();
221
222 void createVulkanInstance(const vector<const char*> &validationLayers);
223 void setupDebugMessenger();
224 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
225 void createVulkanSurface();
226 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
227 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
228 void createLogicalDevice(
229 const vector<const char*> validationLayers,
230 const vector<const char*>& deviceExtensions);
231 void createSwapChain();
232 void createImageViews();
233 void createRenderPass();
234 VkFormat findDepthFormat();
235 void createCommandPool();
236 void createImageResources();
237
238 void createTextureSampler();
239 void createFramebuffers();
240 void createCommandBuffers();
241 void createSyncObjects();
242
243 // TODO: Since addObject() returns a reference to the new object now,
244 // stop using objects.back() to access the object that was just created
245 template<class VertexType, class SSBOType>
246 SceneObject<VertexType, SSBOType>& addObject(
247 vector<SceneObject<VertexType, SSBOType>>& objects,
248 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
249 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
250 bool pipelinesCreated);
251
252 template<class VertexType, class SSBOType>
253 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
254 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
255
256 template<class VertexType>
257 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
258
259 template<class VertexType>
260 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
261
262 template<class VertexType, class SSBOType>
263 void centerObject(SceneObject<VertexType, SSBOType>& object);
264
265 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
266 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
267 vector<VkDescriptorBufferInfo>& bufferInfoList);
268
269 void recreateSwapChain();
270
271 void cleanupSwapChain();
272
273 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
274 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
275 VkDebugUtilsMessageTypeFlagsEXT messageType,
276 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
277 void* pUserData);
278};
279
280// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
281// and to change the model matrix later by setting model_transform and then calling updateObject()
282// Figure out a better way to allow the model matrix to be set during objecting creation
283
284// TODO: Maybe return a reference to the object from this method if I decide that updating it
285// immediately after creation is a good idea (such as setting model_base)
286// Currently, model_base is set like this in a few places and the radius is set for asteroids
287// to account for scaling
288template<class VertexType, class SSBOType>
289SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
290 vector<SceneObject<VertexType, SSBOType>>& objects,
291 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
292 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
293 bool pipelinesCreated) {
294 // TODO: Use the model field of ssbo to set the object's model_base
295 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
296 size_t numVertices = pipeline.getNumVertices();
297
298 for (uint16_t& idx : indices) {
299 idx += numVertices;
300 }
301
302 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
303
304 SceneObject<VertexType, SSBOType>& obj = objects.back();
305 centerObject(obj);
306
307 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
308 this->commandPool, this->graphicsQueue);
309
310 if (pipelinesCreated) {
311 vkDeviceWaitIdle(device);
312 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
313
314 // TODO: The pipeline recreation only has to be done once per frame where at least
315 // one SSBO is resized.
316 // Refactor the logic to check for any resized SSBOs after all objects for the frame
317 // are created and then recreate each of the corresponding pipelines only once per frame
318 if (storageBufferResized) {
319 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
320 pipeline.createDescriptorPool(swapChainImages);
321 pipeline.createDescriptorSets(swapChainImages);
322 }
323
324 createCommandBuffers();
325 }
326
327 return obj;
328}
329
330// TODO: Just pass in the single object instead of a list of all of them
331template<class VertexType, class SSBOType>
332void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
333 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
334 SceneObject<VertexType, SSBOType>& obj = objects[index];
335
336 obj.ssbo.model = obj.model_transform * obj.model_base;
337 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
338
339 pipeline.updateObject(index, obj.ssbo);
340
341 obj.modified = false;
342}
343
344template<class VertexType>
345vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
346 for (unsigned int i = 0; i < vertices.size(); i += 3) {
347 vec3 p1 = vertices[i].pos;
348 vec3 p2 = vertices[i+1].pos;
349 vec3 p3 = vertices[i+2].pos;
350
351 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
352
353 // Add the same normal for all 3 vertices
354 vertices[i].normal = normal;
355 vertices[i+1].normal = normal;
356 vertices[i+2].normal = normal;
357 }
358
359 return vertices;
360}
361
362template<class VertexType>
363vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
364 for (VertexType& vertex : vertices) {
365 vertex.objIndex = objIndex;
366 }
367
368 return vertices;
369}
370
371template<class VertexType, class SSBOType>
372void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
373 vector<VertexType>& vertices = object.vertices;
374
375 float min_x = vertices[0].pos.x;
376 float max_x = vertices[0].pos.x;
377 float min_y = vertices[0].pos.y;
378 float max_y = vertices[0].pos.y;
379 float min_z = vertices[0].pos.z;
380 float max_z = vertices[0].pos.z;
381
382 // start from the second point
383 for (unsigned int i = 1; i < vertices.size(); i++) {
384 vec3& pos = vertices[i].pos;
385
386 if (min_x > pos.x) {
387 min_x = pos.x;
388 } else if (max_x < pos.x) {
389 max_x = pos.x;
390 }
391
392 if (min_y > pos.y) {
393 min_y = pos.y;
394 } else if (max_y < pos.y) {
395 max_y = pos.y;
396 }
397
398 if (min_z > pos.z) {
399 min_z = pos.z;
400 } else if (max_z < pos.z) {
401 max_z = pos.z;
402 }
403 }
404
405 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
406
407 for (unsigned int i = 0; i < vertices.size(); i++) {
408 vertices[i].pos -= center;
409 }
410
411 object.radius = std::max(max_x - center.x, max_y - center.y);
412 object.radius = std::max(object.radius, max_z - center.z);
413
414 object.center = vec3(0.0f, 0.0f, 0.0f);
415}
416
417#endif // _VULKAN_GAME_H
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