source: opengl-game/vulkan-game.hpp@ 845a2cb

points-test
Last change on this file since 845a2cb was 845a2cb, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

test point size

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