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 | #include <vulkan/vulkan.h>
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6 |
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7 | #include <SDL2/SDL.h>
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8 | #include "IMGUI/imgui_impl_vulkan.h"
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9 |
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10 | #include "consts.hpp"
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11 | #include "vulkan-utils.hpp"
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12 |
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13 | #include "game-gui-sdl.hpp"
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14 |
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15 | using namespace std;
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16 |
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17 | #define VulkanGame NewVulkanGame
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18 |
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19 | #ifdef NDEBUG
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20 | const bool ENABLE_VALIDATION_LAYERS = false;
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21 | #else
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22 | const bool ENABLE_VALIDATION_LAYERS = true;
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23 | #endif
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24 |
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25 | class VulkanGame {
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26 | public:
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27 | VulkanGame();
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28 | ~VulkanGame();
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29 |
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30 | void run(int width, int height, unsigned char guiFlags);
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31 |
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32 | private:
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33 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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34 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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35 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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36 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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37 | void* pUserData);
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38 |
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39 | // TODO: Good place to start using smart pointers
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40 | GameGui* gui;
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41 |
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42 | SDL_version sdlVersion;
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43 | SDL_Window* window;
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44 |
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45 | VkInstance instance;
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46 | VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
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47 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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48 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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49 | VkDevice device;
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50 |
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51 | VkQueue graphicsQueue;
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52 | VkQueue presentQueue;
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53 |
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54 | // TODO: Maybe make a swapchain struct for convenience
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55 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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56 | VkPresentModeKHR swapChainPresentMode;
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57 | VkExtent2D swapChainExtent;
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58 | uint32_t swapChainMinImageCount;
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59 | uint32_t swapChainImageCount;
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60 |
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61 | VkSwapchainKHR swapChain;
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62 | vector<VkImage> swapChainImages;
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63 | vector<VkImageView> swapChainImageViews;
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64 | vector<VkFramebuffer> swapChainFramebuffers;
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65 |
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66 | VkRenderPass renderPass;
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67 |
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68 | VkCommandPool resourceCommandPool;
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69 |
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70 | vector<VkCommandPool> commandPools;
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71 | vector<VkCommandBuffer> commandBuffers;
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72 |
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73 | VulkanImage depthImage;
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74 |
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75 | // These are per frame
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76 | vector<VkSemaphore> imageAcquiredSemaphores;
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77 | vector<VkSemaphore> renderCompleteSemaphores;
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78 |
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79 | // These are per swap chain image
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80 | vector<VkFence> inFlightFences;
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81 |
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82 | uint32_t imageIndex;
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83 | uint32_t currentFrame;
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84 |
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85 | // My code, but not complete. Skips creating the SDL renderer, probably because it doesn't use hardware acceleration.
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86 | // I should try to get uncapped framerate and compare performance w/ and w/out an SDL renderer
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87 | bool initUI(int width, int height, unsigned char guiFlags);
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88 | void initVulkan(); // Mostly example code
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89 | void cleanup(); // Mostly example
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90 |
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91 | void createVulkanInstance(const vector<const char*>& validationLayers);
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92 | void setupDebugMessenger();
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93 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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94 | void createVulkanSurface();
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95 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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96 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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97 | void createLogicalDevice(const vector<const char*>& validationLayers,
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98 | const vector<const char*>& deviceExtensions);
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99 | void chooseSwapChainProperties();
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100 | void createSwapChain();
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101 | void createImageViews();
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102 | void createRenderPass();
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103 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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104 | void createResourceCommandPool();
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105 | void createCommandPools();
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106 | void createFramebuffers();
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107 | void createCommandBuffers();
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108 | void createSyncObjects();
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109 |
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110 | void recreateSwapChain();
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111 |
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112 | void cleanupSwapChain();
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113 |
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114 | // Pipeline variables. Hopefully, I can eventually use the GraphicsPipeline_Vulkan class for the imgui pipeline
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115 | VkDescriptorPool descriptorPool;
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116 |
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117 | // Helper methods from imgui_impl_vulkan that were moved into VulkanGame to give them access to class instance variables
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118 | public:
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119 | void FrameRender(ImDrawData* draw_data);
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120 | void FramePresent();
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121 |
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122 | };
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123 |
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124 | #endif // _SDL_GAME_H
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