source: opengl-game/vulkan-game.hpp@ 6bfd91c

feature/imgui-sdl
Last change on this file since 6bfd91c was 6bfd91c, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Remove unused variables from the VulkanGame class after they were moved to the game Screen classes

  • Property mode set to 100644
File size: 18.6 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <chrono>
5#include <map>
6
7#define GLM_FORCE_RADIANS
8#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
9#define GLM_FORCE_RIGHT_HANDED
10
11#include <glm/glm.hpp>
12#include <glm/gtc/matrix_transform.hpp>
13
14#include <vulkan/vulkan.h>
15
16#include <SDL2/SDL_ttf.h>
17
18#include "consts.hpp"
19#include "vulkan-utils.hpp"
20#include "graphics-pipeline_vulkan.hpp"
21
22#include "game-gui-sdl.hpp"
23
24#include "gui/screen.hpp"
25
26using namespace glm;
27using namespace std::chrono;
28
29#ifdef NDEBUG
30 const bool ENABLE_VALIDATION_LAYERS = false;
31#else
32 const bool ENABLE_VALIDATION_LAYERS = true;
33#endif
34
35struct OverlayVertex {
36 vec3 pos;
37 vec2 texCoord;
38};
39
40struct ModelVertex {
41 vec3 pos;
42 vec3 color;
43 vec2 texCoord;
44 unsigned int objIndex;
45};
46
47struct ShipVertex {
48 vec3 pos;
49 vec3 color;
50 vec3 normal;
51 unsigned int objIndex;
52};
53
54struct AsteroidVertex {
55 vec3 pos;
56 vec3 color;
57 vec3 normal;
58 unsigned int objIndex;
59};
60
61struct LaserVertex {
62 vec3 pos;
63 vec2 texCoord;
64 unsigned int objIndex;
65};
66
67struct ExplosionVertex {
68 vec3 particleStartVelocity;
69 float particleStartTime;
70 unsigned int objIndex;
71};
72
73struct SSBO_ModelObject {
74 alignas(16) mat4 model;
75};
76
77struct SSBO_Asteroid {
78 alignas(16) mat4 model;
79 alignas(4) float hp;
80 alignas(4) unsigned int deleted;
81};
82
83struct SSBO_Laser {
84 alignas(16) mat4 model;
85 alignas(4) vec3 color;
86 alignas(4) unsigned int deleted;
87};
88
89struct SSBO_Explosion {
90 alignas(16) mat4 model;
91 alignas(4) float explosionStartTime;
92 alignas(4) float explosionDuration;
93 alignas(4) unsigned int deleted;
94};
95
96struct UBO_VP_mats {
97 alignas(16) mat4 view;
98 alignas(16) mat4 proj;
99};
100
101struct UBO_Explosion {
102 alignas(16) mat4 view;
103 alignas(16) mat4 proj;
104 alignas(4) float cur_time;
105};
106
107// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
108// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
109// TODO: Maybe create a typedef for each of the templated SceneObject types
110template<class VertexType, class SSBOType>
111struct SceneObject {
112 vector<VertexType> vertices;
113 vector<uint16_t> indices;
114 SSBOType ssbo;
115
116 mat4 model_base;
117 mat4 model_transform;
118
119 bool modified;
120
121 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
122 // parent class
123 vec3 center; // currently only matters for asteroids
124 float radius; // currently only matters for asteroids
125 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
126};
127
128// TODO: Have to figure out how to include an optional ssbo parameter for each object
129// Could probably use the same approach to make indices optional
130// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
131// them mamdatory
132
133// TODO: Make a singleton timer class instead
134static float curTime;
135
136
137// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
138
139struct BaseEffectOverTime {
140 bool deleted;
141
142 virtual void applyEffect() = 0;
143
144 BaseEffectOverTime() :
145 deleted(false) {
146 }
147
148 virtual ~BaseEffectOverTime() {
149 }
150};
151
152template<class VertexType, class SSBOType>
153struct EffectOverTime : public BaseEffectOverTime {
154 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
155 vector<SceneObject<VertexType, SSBOType>>& objects;
156 unsigned int objectIndex;
157 size_t effectedFieldOffset;
158 float startValue;
159 float startTime;
160 float changePerSecond;
161
162 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
163 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
164 size_t effectedFieldOffset, float changePerSecond) :
165 pipeline(pipeline),
166 objects(objects),
167 objectIndex(objectIndex),
168 effectedFieldOffset(effectedFieldOffset),
169 startTime(curTime),
170 changePerSecond(changePerSecond) {
171 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
172
173 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
174 ssboOffset + effectedFieldOffset;
175
176 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
177 }
178
179 void applyEffect() {
180 if (objects[objectIndex].ssbo.deleted) {
181 this->deleted = true;
182 return;
183 }
184
185 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
186
187 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
188 ssboOffset + effectedFieldOffset;
189
190 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
191
192 objects[objectIndex].modified = true;
193 }
194};
195
196class VulkanGame {
197 public:
198 VulkanGame(int maxFramesInFlight);
199 ~VulkanGame();
200
201 void run(int width, int height, unsigned char guiFlags);
202
203 void goToScreen(Screen* screen);
204 void quitGame();
205
206 map<ScreenType, Screen*> screens;
207 Screen* currentScreen;
208
209 TTF_Font* lazyFont;
210 TTF_Font* proggyFont;
211
212 int score;
213 float fps;
214
215 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
216
217 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
218
219 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
220
221 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
222
223 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
224
225 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
226
227 private:
228 // TODO: Make these consts static
229 // Also, maybe move them into consts.hpp
230
231 const int MAX_FRAMES_IN_FLIGHT;
232
233 const float NEAR_CLIP = 0.1f;
234 const float FAR_CLIP = 100.0f;
235 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
236
237 const int EXPLOSION_PARTICLE_COUNT = 300;
238 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
239
240 bool quit;
241
242 vec3 cam_pos;
243
244 // TODO: Good place to start using smart pointers
245 GameGui* gui;
246
247 SDL_version sdlVersion;
248 SDL_Window* window = nullptr;
249 SDL_Renderer* renderer = nullptr;
250
251 SDL_Texture* uiOverlay = nullptr;
252
253 VkInstance instance;
254 VkDebugUtilsMessengerEXT debugMessenger;
255 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
256 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
257 VkDevice device;
258
259 VkQueue graphicsQueue;
260 VkQueue presentQueue;
261
262 VkSwapchainKHR swapChain;
263 vector<VkImage> swapChainImages;
264 VkFormat swapChainImageFormat;
265 VkExtent2D swapChainExtent;
266 vector<VkImageView> swapChainImageViews;
267 vector<VkFramebuffer> swapChainFramebuffers;
268
269 VkRenderPass renderPass;
270 VkCommandPool commandPool;
271 vector<VkCommandBuffer> commandBuffers;
272
273 VulkanImage depthImage;
274
275 vector<VkSemaphore> imageAvailableSemaphores;
276 vector<VkSemaphore> renderFinishedSemaphores;
277 vector<VkFence> inFlightFences;
278
279 size_t currentFrame;
280
281 bool framebufferResized;
282
283 VkSampler textureSampler;
284
285 VulkanImage sdlOverlayImage;
286 VkDescriptorImageInfo sdlOverlayImageDescriptor;
287
288 VulkanImage floorTextureImage;
289 VkDescriptorImageInfo floorTextureImageDescriptor;
290
291 VulkanImage laserTextureImage;
292 VkDescriptorImageInfo laserTextureImageDescriptor;
293
294 mat4 viewMat, projMat;
295
296 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
297 // per pipeline.
298 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
299 // the objects vector, the ubo, and the ssbo
300
301 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
302 // if there is a need to add other uniform variables to one or more of the shaders
303
304 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
305
306 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
307
308 vector<VkBuffer> uniformBuffers_modelPipeline;
309 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
310 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
311
312 UBO_VP_mats object_VP_mats;
313
314 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
315
316 vector<VkBuffer> uniformBuffers_shipPipeline;
317 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
318 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
319
320 UBO_VP_mats ship_VP_mats;
321
322 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
323
324 vector<VkBuffer> uniformBuffers_asteroidPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
327
328 UBO_VP_mats asteroid_VP_mats;
329
330 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
331
332 vector<VkBuffer> uniformBuffers_laserPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
335
336 UBO_VP_mats laser_VP_mats;
337
338 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
339
340 vector<VkBuffer> uniformBuffers_explosionPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
343
344 UBO_Explosion explosion_UBO;
345
346 vector<BaseEffectOverTime*> effects;
347
348 time_point<steady_clock> startTime;
349 float prevTime, elapsedTime;
350
351 float fpsStartTime;
352 int frameCount;
353
354 float shipSpeed = 0.5f;
355 float asteroidSpeed = 2.0f;
356
357 float spawnRate_asteroid = 0.5;
358 float lastSpawn_asteroid;
359
360 unsigned int leftLaserIdx = -1;
361 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
362
363 unsigned int rightLaserIdx = -1;
364 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
365
366 bool initUI(int width, int height, unsigned char guiFlags);
367 void initVulkan();
368 void initGraphicsPipelines();
369 void initMatrices();
370 void mainLoop();
371 void updateScene(uint32_t currentImage);
372 void renderScene();
373 void cleanup();
374
375 void createVulkanInstance(const vector<const char*> &validationLayers);
376 void setupDebugMessenger();
377 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
378 void createVulkanSurface();
379 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
380 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
381 void createLogicalDevice(
382 const vector<const char*> validationLayers,
383 const vector<const char*>& deviceExtensions);
384 void createSwapChain();
385 void createImageViews();
386 void createRenderPass();
387 VkFormat findDepthFormat();
388 void createCommandPool();
389 void createImageResources();
390
391 void createTextureSampler();
392 void createFramebuffers();
393 void createCommandBuffers();
394 void createSyncObjects();
395
396 // TODO: Since addObject() returns a reference to the new object now,
397 // stop using objects.back() to access the object that was just created
398 template<class VertexType, class SSBOType>
399 SceneObject<VertexType, SSBOType>& addObject(
400 vector<SceneObject<VertexType, SSBOType>>& objects,
401 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
402 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
403 bool pipelinesCreated);
404
405 template<class VertexType, class SSBOType>
406 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
407 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
408
409 template<class VertexType, class SSBOType>
410 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
411 SceneObject<VertexType, SSBOType>& obj, size_t index);
412
413 template<class VertexType>
414 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
415
416 template<class VertexType>
417 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
418
419 template<class VertexType, class SSBOType>
420 void centerObject(SceneObject<VertexType, SSBOType>& object);
421
422 void addLaser(vec3 start, vec3 end, vec3 color, float width);
423 void translateLaser(size_t index, const vec3& translation);
424 void updateLaserTarget(size_t index);
425 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
426 vec3& start, vec3& end, vec3& intersection);
427
428 void addExplosion(mat4 model_mat, float duration, float cur_time);
429
430 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
431 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
432 vector<VkDescriptorBufferInfo>& bufferInfoList);
433
434 void recreateSwapChain();
435
436 void cleanupSwapChain();
437
438 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
439 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
440 VkDebugUtilsMessageTypeFlagsEXT messageType,
441 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
442 void* pUserData);
443};
444
445// Start of specialized no-op functions
446
447template<>
448inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
449}
450
451// End of specialized no-op functions
452
453// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
454// and to change the model matrix later by setting model_transform and then calling updateObject()
455// Figure out a better way to allow the model matrix to be set during objecting creation
456
457// TODO: Maybe return a reference to the object from this method if I decide that updating it
458// immediately after creation is a good idea (such as setting model_base)
459// Currently, model_base is set like this in a few places and the radius is set for asteroids
460// to account for scaling
461template<class VertexType, class SSBOType>
462SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
463 vector<SceneObject<VertexType, SSBOType>>& objects,
464 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
465 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
466 bool pipelinesCreated) {
467 // TODO: Use the model field of ssbo to set the object's model_base
468 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
469 size_t numVertices = pipeline.getNumVertices();
470
471 for (uint16_t& idx : indices) {
472 idx += numVertices;
473 }
474
475 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
476
477 SceneObject<VertexType, SSBOType>& obj = objects.back();
478
479 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
480 centerObject(obj);
481 }
482
483 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
484 this->commandPool, this->graphicsQueue);
485
486 if (pipelinesCreated) {
487 vkDeviceWaitIdle(device);
488 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
489
490 // TODO: The pipeline recreation only has to be done once per frame where at least
491 // one SSBO is resized.
492 // Refactor the logic to check for any resized SSBOs after all objects for the frame
493 // are created and then recreate each of the corresponding pipelines only once per frame
494 if (storageBufferResized) {
495 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
496 pipeline.createDescriptorPool(swapChainImages);
497 pipeline.createDescriptorSets(swapChainImages);
498 }
499
500 createCommandBuffers();
501 }
502
503 return obj;
504}
505
506// TODO: Just pass in the single object instead of a list of all of them
507template<class VertexType, class SSBOType>
508void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
509 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
510 SceneObject<VertexType, SSBOType>& obj = objects[index];
511
512 obj.ssbo.model = obj.model_transform * obj.model_base;
513 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
514
515 pipeline.updateObject(index, obj.ssbo);
516
517 obj.modified = false;
518}
519
520template<class VertexType, class SSBOType>
521void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
522 SceneObject<VertexType, SSBOType>& obj, size_t index) {
523 pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
524}
525
526template<class VertexType>
527vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
528 for (unsigned int i = 0; i < vertices.size(); i += 3) {
529 vec3 p1 = vertices[i].pos;
530 vec3 p2 = vertices[i+1].pos;
531 vec3 p3 = vertices[i+2].pos;
532
533 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
534
535 // Add the same normal for all 3 vertices
536 vertices[i].normal = normal;
537 vertices[i+1].normal = normal;
538 vertices[i+2].normal = normal;
539 }
540
541 return vertices;
542}
543
544template<class VertexType>
545vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
546 for (VertexType& vertex : vertices) {
547 vertex.objIndex = objIndex;
548 }
549
550 return vertices;
551}
552
553template<class VertexType, class SSBOType>
554void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
555 vector<VertexType>& vertices = object.vertices;
556
557 float min_x = vertices[0].pos.x;
558 float max_x = vertices[0].pos.x;
559 float min_y = vertices[0].pos.y;
560 float max_y = vertices[0].pos.y;
561 float min_z = vertices[0].pos.z;
562 float max_z = vertices[0].pos.z;
563
564 // start from the second point
565 for (unsigned int i = 1; i < vertices.size(); i++) {
566 vec3& pos = vertices[i].pos;
567
568 if (min_x > pos.x) {
569 min_x = pos.x;
570 } else if (max_x < pos.x) {
571 max_x = pos.x;
572 }
573
574 if (min_y > pos.y) {
575 min_y = pos.y;
576 } else if (max_y < pos.y) {
577 max_y = pos.y;
578 }
579
580 if (min_z > pos.z) {
581 min_z = pos.z;
582 } else if (max_z < pos.z) {
583 max_z = pos.z;
584 }
585 }
586
587 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
588
589 for (unsigned int i = 0; i < vertices.size(); i++) {
590 vertices[i].pos -= center;
591 }
592
593 object.radius = std::max(max_x - center.x, max_y - center.y);
594 object.radius = std::max(object.radius, max_z - center.z);
595
596 object.center = vec3(0.0f, 0.0f, 0.0f);
597}
598
599#endif // _VULKAN_GAME_H
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