1 | #ifndef _SDL_GAME_H
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2 | #define _SDL_GAME_H
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3 |
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4 | #include <vector>
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5 |
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6 | #include <vulkan/vulkan.h>
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7 |
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8 | #include <SDL2/SDL.h>
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9 |
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10 | #include "IMGUI/imgui_impl_vulkan.h"
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11 |
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12 | #include "consts.hpp"
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13 |
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14 | #include "game-gui-sdl.hpp"
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15 |
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16 | using namespace std;
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17 |
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18 | #define VulkanGame NewVulkanGame
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19 |
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20 | #ifdef NDEBUG
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21 | const bool ENABLE_VALIDATION_LAYERS = false;
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22 | #else
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23 | const bool ENABLE_VALIDATION_LAYERS = true;
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24 | #endif
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25 |
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26 | class VulkanGame {
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27 | public:
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28 | VulkanGame(int maxFramesInFlight);
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29 | ~VulkanGame();
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30 |
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31 | void run(int width, int height, unsigned char guiFlags); // Mostly example code
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32 |
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33 | private:
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34 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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35 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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36 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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37 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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38 | void* pUserData);
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39 |
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40 | // TODO: Make these consts static
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41 | // Also, maybe move them into consts.hpp
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42 |
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43 | const int MAX_FRAMES_IN_FLIGHT; // Unused right now
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44 |
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45 | // TODO: Good place to start using smart pointers
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46 | GameGui* gui;
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47 |
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48 | SDL_version sdlVersion;
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49 | SDL_Window* window;
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50 |
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51 | VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
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52 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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53 |
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54 | VkQueue graphicsQueue;
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55 | VkQueue presentQueue;
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56 |
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57 | // My code, but not complete. Skips creating the SDL renderer, probably because it doesn't use hardware acceleration.
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58 | // I should try to get uncapped framerate and compare performance w/ and w/out an SDL renderer
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59 | bool initUI(int width, int height, unsigned char guiFlags);
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60 | void initVulkan(); // Mostly example code
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61 | void cleanup(); // Mostly example
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62 |
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63 | void createVulkanInstance(const vector<const char*>& validationLayers);
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64 | void setupDebugMessenger();
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65 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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66 | void createVulkanSurface();
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67 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions); // Double-check, but it should be a copy of my code. Still uses g_Instance and g_Physical device though
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68 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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69 | void createLogicalDevice(const vector<const char*>& validationLayers,
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70 | const vector<const char*>& deviceExtensions); // Only creates the graphics queue. Later, checks that this queue also supports presenting, but this codebase does not seem to support a separate present queue
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71 |
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72 | // Pipeline variables. Hopefully, I can eventually use the GraphicsPipeline_Vulkan class for the imgui pipeline
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73 | VkDescriptorPool descriptorPool;
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74 |
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75 | };
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76 |
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77 | // These functions are helper functions that were used in the ImGui Vulkan+SDL example
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78 |
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79 | void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device,
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80 | ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h,
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81 | uint32_t min_image_count);
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82 |
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83 | void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device,
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84 | ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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85 |
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86 | // End helper functions
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87 |
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88 | #endif // _SDL_GAME_H
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