source: opengl-game/vulkan-game.hpp@ e1f88a9

feature/imgui-sdl
Last change on this file since e1f88a9 was e1f88a9, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Create a system to draw and switch between different screens, a Screen class, a MainScreen class that extends it, and some classes for UI elements that can be added to screens.

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