[99d44b2] | 1 | #ifndef _VULKAN_GAME_H
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| 2 | #define _VULKAN_GAME_H
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[e8ebc76] | 3 |
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[aa7707d] | 4 | #include <algorithm>
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[0807aeb] | 5 | #include <chrono>
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[e1f88a9] | 6 | #include <map>
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[5192672] | 7 | #include <vector>
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[0807aeb] | 8 |
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[20e4c2b] | 9 | #include <vulkan/vulkan.h>
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| 10 |
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| 11 | #include <SDL2/SDL.h>
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| 12 | #include <SDL2/SDL_ttf.h>
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| 13 |
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[60578ce] | 14 | #define GLM_FORCE_RADIANS
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| 15 | #define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
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[a79be34] | 16 | #define GLM_FORCE_RIGHT_HANDED
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[60578ce] | 17 |
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[771b33a] | 18 | #include <glm/glm.hpp>
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[15104a8] | 19 | #include <glm/gtc/matrix_transform.hpp>
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[771b33a] | 20 |
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[ea2b4dc] | 21 | #include "IMGUI/imgui_impl_vulkan.h"
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| 22 |
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[6bfd91c] | 23 | #include "consts.hpp"
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[b8efa56] | 24 | #include "utils.hpp"
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[8aa4888] | 25 | #include "game-gui-sdl.hpp"
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[b8efa56] | 26 | #include "vulkan-utils.hpp"
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[a3cefaa] | 27 | #include "graphics-pipeline_vulkan.hpp"
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[8aa4888] | 28 | #include "vulkan-buffer.hpp"
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[b794178] | 29 |
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[15104a8] | 30 | using namespace glm;
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[0807aeb] | 31 | using namespace std::chrono;
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[15104a8] | 32 |
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[2e77b3f] | 33 | #ifdef NDEBUG
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| 34 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 35 | #else
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| 36 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 37 | #endif
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| 38 |
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[cefdf23] | 39 | // TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
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| 40 | // by consolidating some and trying to keep new ones to a minimum
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| 41 |
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[5a1ace0] | 42 | struct ModelVertex {
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[15104a8] | 43 | vec3 pos;
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[5a1ace0] | 44 | vec3 color;
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[15104a8] | 45 | vec2 texCoord;
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[a00eb06] | 46 | vec3 normal;
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[5a1ace0] | 47 | unsigned int objIndex;
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[15104a8] | 48 | };
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| 49 |
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[237cbec] | 50 | struct LaserVertex {
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| 51 | vec3 pos;
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| 52 | vec2 texCoord;
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| 53 | unsigned int objIndex;
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| 54 | };
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| 55 |
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[4a9416a] | 56 | struct ExplosionVertex {
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| 57 | vec3 particleStartVelocity;
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| 58 | float particleStartTime;
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| 59 | unsigned int objIndex;
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| 60 | };
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| 61 |
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[2d87297] | 62 | struct SSBO_ModelObject {
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[055750a] | 63 | alignas(16) mat4 model;
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| 64 | };
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| 65 |
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[2d87297] | 66 | struct SSBO_Asteroid {
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[3e8cc8b] | 67 | alignas(16) mat4 model;
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| 68 | alignas(4) float hp;
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[4ece3bf] | 69 | alignas(4) unsigned int deleted;
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[3e8cc8b] | 70 | };
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| 71 |
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[237cbec] | 72 | struct SSBO_Laser {
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| 73 | alignas(16) mat4 model;
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| 74 | alignas(4) vec3 color;
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| 75 | alignas(4) unsigned int deleted;
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| 76 | };
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| 77 |
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[4a9416a] | 78 | struct SSBO_Explosion {
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| 79 | alignas(16) mat4 model;
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| 80 | alignas(4) float explosionStartTime;
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| 81 | alignas(4) float explosionDuration;
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| 82 | alignas(4) unsigned int deleted;
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| 83 | };
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| 84 |
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[52a02e6] | 85 | struct UBO_VP_mats {
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| 86 | alignas(16) mat4 view;
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| 87 | alignas(16) mat4 proj;
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| 88 | };
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| 89 |
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[4a9416a] | 90 | struct UBO_Explosion {
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| 91 | alignas(16) mat4 view;
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| 92 | alignas(16) mat4 proj;
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| 93 | alignas(4) float cur_time;
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| 94 | };
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| 95 |
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[996dd3e] | 96 | // TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
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| 97 | // Also, probably better to make this a vector of structs where each struct
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| 98 | // has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
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[a3cefaa] | 99 | // TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
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[1abebc1] | 100 | struct BufferSet {
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[996dd3e] | 101 | vector<VkBuffer> buffers;
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| 102 | vector<VkDeviceMemory> memory;
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| 103 | vector<VkDescriptorBufferInfo> infoSet;
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[8aa4888] | 104 | VkBufferUsageFlags usages;
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| 105 | VkMemoryPropertyFlags properties;
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[996dd3e] | 106 | };
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| 107 |
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[4994692] | 108 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 109 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 110 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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[6486ba8] | 111 | template<class VertexType>
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[4994692] | 112 | struct SceneObject {
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| 113 | vector<VertexType> vertices;
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| 114 | vector<uint16_t> indices;
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| 115 |
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| 116 | mat4 model_base;
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| 117 | mat4 model_transform;
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| 118 |
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| 119 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 120 | // parent class
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| 121 | vec3 center; // currently only matters for asteroids
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| 122 | float radius; // currently only matters for asteroids
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[bb76950] | 123 |
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| 124 | // Move the targetAsteroid stuff out of this class since it is very specific to lasers
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| 125 | // and makes moving SceneObject into its own header file more problematic
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[6486ba8] | 126 | SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
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[4994692] | 127 | };
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| 128 |
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[6486ba8] | 129 | // TODO: Figure out how to include an optional ssbo parameter for each object
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[2da64ef] | 130 | // Could probably use the same approach to make indices optional
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[4994692] | 131 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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[c1ec4f6] | 132 | // them mandatory
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[2da64ef] | 133 |
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[7297892] | 134 |
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| 135 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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| 136 |
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| 137 | struct BaseEffectOverTime {
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| 138 | bool deleted;
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| 139 |
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[5192672] | 140 | virtual void applyEffect(float curTime) = 0;
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[7297892] | 141 |
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| 142 | BaseEffectOverTime() :
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| 143 | deleted(false) {
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| 144 | }
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| 145 |
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| 146 | virtual ~BaseEffectOverTime() {
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| 147 | }
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| 148 | };
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| 149 |
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[6486ba8] | 150 | // TODO: Move this into its own hpp and cpp files
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| 151 | // TODO: Actually, since this is only used to make lasers deal damage to asteroids, review the logic
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| 152 | // and see if there is a more straightforward way of implementing this.
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| 153 | // If there is a simple and straightforward way to implement this in updateScene(), I should just do that instead of
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| 154 | // using this class. A general feature like this is useful, but, depending on the actual game, it might not be used
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| 155 | // that often, and using this class might actually make things more complicated if it doesn't quite implement the
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| 156 | // desired features
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| 157 | template<class SSBOType>
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[7297892] | 158 | struct EffectOverTime : public BaseEffectOverTime {
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[6486ba8] | 159 | VulkanBuffer<SSBOType> &buffer;
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| 160 | uint32_t objectIndex;
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[7297892] | 161 | size_t effectedFieldOffset;
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| 162 | float startValue;
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| 163 | float startTime;
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| 164 | float changePerSecond;
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| 165 |
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[6486ba8] | 166 | EffectOverTime(VulkanBuffer<SSBOType> &buffer, uint32_t objectIndex, size_t effectedFieldOffset, float startTime,
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| 167 | float changePerSecond)
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| 168 | : buffer(buffer)
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[9d21aac] | 169 | , objectIndex(objectIndex)
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| 170 | , effectedFieldOffset(effectedFieldOffset)
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| 171 | , startTime(startTime)
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| 172 | , changePerSecond(changePerSecond) {
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[6486ba8] | 173 | startValue = *reinterpret_cast<float*>(getEffectedFieldPtr());
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| 174 | }
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[7297892] | 175 |
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[6486ba8] | 176 | unsigned char* getEffectedFieldPtr() {
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| 177 | return reinterpret_cast<unsigned char*>(&buffer.get(objectIndex)) + effectedFieldOffset;
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[7297892] | 178 | }
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| 179 |
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[5192672] | 180 | void applyEffect(float curTime) {
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[6486ba8] | 181 | if (buffer.get(objectIndex).deleted) {
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| 182 | deleted = true;
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[7297892] | 183 | return;
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| 184 | }
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| 185 |
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[6486ba8] | 186 | *reinterpret_cast<float*>(getEffectedFieldPtr()) = startValue + (curTime - startTime) * changePerSecond;
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[7297892] | 187 | }
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| 188 | };
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| 189 |
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[cefdf23] | 190 | // TODO: Maybe move this to a different header
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| 191 |
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[20e4c2b] | 192 | enum UIValueType {
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| 193 | UIVALUE_INT,
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| 194 | UIVALUE_DOUBLE,
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| 195 | };
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| 196 |
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| 197 | struct UIValue {
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| 198 | UIValueType type;
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| 199 | string label;
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| 200 | void* value;
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| 201 |
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| 202 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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| 203 | };
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| 204 |
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[e8445f0] | 205 | /* TODO: The following syntax (note the const keyword) means the function will not modify
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| 206 | * its params. I should use this where appropriate
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| 207 | *
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| 208 | * [return-type] [func-name](params...) const { ... }
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| 209 | */
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| 210 |
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[99d44b2] | 211 | class VulkanGame {
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[914bb99] | 212 |
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[e8ebc76] | 213 | public:
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[cefdf23] | 214 |
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[3f32dfd] | 215 | VulkanGame();
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[99d44b2] | 216 | ~VulkanGame();
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[0df3c9a] | 217 |
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[b6e60b4] | 218 | void run(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 219 |
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| 220 | private:
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[cefdf23] | 221 |
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[c324d6a] | 222 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 223 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 224 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 225 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 226 | void* pUserData);
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| 227 |
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[cefdf23] | 228 | // TODO: Maybe pass these in as parameters to some Camera class
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[5ab1b20] | 229 | const float NEAR_CLIP = 0.1f;
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| 230 | const float FAR_CLIP = 100.0f;
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[cefdf23] | 231 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
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[5ab1b20] | 232 |
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[4a9416a] | 233 | const int EXPLOSION_PARTICLE_COUNT = 300;
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| 234 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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| 235 |
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[c6f0793] | 236 | bool done;
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[e1f88a9] | 237 |
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[15104a8] | 238 | vec3 cam_pos;
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| 239 |
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[4e705d6] | 240 | // TODO: Good place to start using smart pointers
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[0df3c9a] | 241 | GameGui* gui;
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[c559904] | 242 |
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| 243 | SDL_version sdlVersion;
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[b794178] | 244 | SDL_Window* window = nullptr;
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[c1d9b2a] | 245 |
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[301c90a] | 246 | int drawableWidth, drawableHeight;
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| 247 |
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[c1d9b2a] | 248 | VkInstance instance;
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| 249 | VkDebugUtilsMessengerEXT debugMessenger;
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[7865c5b] | 250 | VkSurfaceKHR vulkanSurface;
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[90a424f] | 251 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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[c1c2021] | 252 | VkDevice device;
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| 253 |
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| 254 | VkQueue graphicsQueue;
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| 255 | VkQueue presentQueue;
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[0df3c9a] | 256 |
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[3f32dfd] | 257 | // TODO: Maybe make a swapchain struct for convenience
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| 258 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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| 259 | VkPresentModeKHR swapChainPresentMode;
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| 260 | VkExtent2D swapChainExtent;
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| 261 | uint32_t swapChainMinImageCount;
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[c324d6a] | 262 | uint32_t swapChainImageCount;
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[502bd0b] | 263 | VkSwapchainKHR swapChain;
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| 264 | vector<VkImage> swapChainImages;
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[f94eea9] | 265 | vector<VkImageView> swapChainImageViews;
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[603b5bc] | 266 | vector<VkFramebuffer> swapChainFramebuffers;
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[fa9fa1c] | 267 |
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[6fc24c7] | 268 | VkRenderPass renderPass;
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[3f32dfd] | 269 |
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| 270 | VkCommandPool resourceCommandPool;
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| 271 |
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[9c0a614] | 272 | vector<VkCommandPool> commandPools;
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[603b5bc] | 273 | vector<VkCommandBuffer> commandBuffers;
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[502bd0b] | 274 |
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[603b5bc] | 275 | VulkanImage depthImage;
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[b794178] | 276 |
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[3f32dfd] | 277 | // These are per frame
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| 278 | vector<VkSemaphore> imageAcquiredSemaphores;
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| 279 | vector<VkSemaphore> renderCompleteSemaphores;
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| 280 |
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| 281 | // These are per swap chain image
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[4e705d6] | 282 | vector<VkFence> inFlightFences;
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| 283 |
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[3f32dfd] | 284 | uint32_t imageIndex;
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| 285 | uint32_t currentFrame;
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[4e705d6] | 286 |
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[28ea92f] | 287 | bool shouldRecreateSwapChain;
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[4e705d6] | 288 |
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[b794178] | 289 | VkSampler textureSampler;
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| 290 |
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[4994692] | 291 | VulkanImage floorTextureImage;
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| 292 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 293 |
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[237cbec] | 294 | VulkanImage laserTextureImage;
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| 295 | VkDescriptorImageInfo laserTextureImageDescriptor;
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| 296 |
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[22217d4] | 297 | mat4 viewMat, projMat;
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| 298 |
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[cefdf23] | 299 | // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
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| 300 | VkDescriptorPool imguiDescriptorPool;
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| 301 |
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| 302 | // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
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| 303 | // while working on graphics-library. Double-check exactly what this was and note it down here.
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| 304 | // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
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| 305 | // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
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| 306 | // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
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[9d21aac] | 307 | GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
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| 308 | GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
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| 309 | GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
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| 310 | GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
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| 311 | GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
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[cefdf23] | 312 |
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[1abebc1] | 313 | BufferSet storageBuffers_modelPipeline;
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[a3cefaa] | 314 | VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
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[c163d81] | 315 | BufferSet uniformBuffers_modelPipeline;
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[a3cefaa] | 316 |
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[1abebc1] | 317 | BufferSet storageBuffers_shipPipeline;
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[a3cefaa] | 318 | VulkanBuffer<SSBO_ModelObject> objects_shipPipeline;
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[c163d81] | 319 | BufferSet uniformBuffers_shipPipeline;
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[a3cefaa] | 320 |
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[1abebc1] | 321 | BufferSet storageBuffers_asteroidPipeline;
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[a3cefaa] | 322 | VulkanBuffer<SSBO_Asteroid> objects_asteroidPipeline;
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[c163d81] | 323 | BufferSet uniformBuffers_asteroidPipeline;
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[a3cefaa] | 324 |
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[1abebc1] | 325 | BufferSet storageBuffers_laserPipeline;
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[a3cefaa] | 326 | VulkanBuffer<SSBO_Laser> objects_laserPipeline;
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[c163d81] | 327 | BufferSet uniformBuffers_laserPipeline;
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[a3cefaa] | 328 |
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[1abebc1] | 329 | BufferSet storageBuffers_explosionPipeline;
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[a3cefaa] | 330 | VulkanBuffer<SSBO_Explosion> objects_explosionPipeline;
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[c163d81] | 331 | BufferSet uniformBuffers_explosionPipeline;
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[996dd3e] | 332 |
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[860a0da] | 333 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 334 | // per pipeline.
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| 335 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 336 | // the objects vector, the ubo, and the ssbo
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| 337 |
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[2ba5617] | 338 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 339 | // if there is a need to add other uniform variables to one or more of the shaders
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| 340 |
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[6486ba8] | 341 | vector<SceneObject<ModelVertex>> modelObjects;
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[0fe8433] | 342 |
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| 343 | UBO_VP_mats object_VP_mats;
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| 344 |
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[6486ba8] | 345 | vector<SceneObject<ModelVertex>> shipObjects;
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[0fe8433] | 346 |
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| 347 | UBO_VP_mats ship_VP_mats;
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[0e09340] | 348 |
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[6486ba8] | 349 | vector<SceneObject<ModelVertex>> asteroidObjects;
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[3e8cc8b] | 350 |
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| 351 | UBO_VP_mats asteroid_VP_mats;
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| 352 |
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[6486ba8] | 353 | vector<SceneObject<LaserVertex>> laserObjects;
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[237cbec] | 354 |
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| 355 | UBO_VP_mats laser_VP_mats;
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| 356 |
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[6486ba8] | 357 | vector<SceneObject<ExplosionVertex>> explosionObjects;
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[4a9416a] | 358 |
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| 359 | UBO_Explosion explosion_UBO;
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| 360 |
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[7297892] | 361 | vector<BaseEffectOverTime*> effects;
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| 362 |
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[0807aeb] | 363 | float shipSpeed = 0.5f;
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| 364 | float asteroidSpeed = 2.0f;
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| 365 |
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| 366 | float spawnRate_asteroid = 0.5;
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| 367 | float lastSpawn_asteroid;
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[4ece3bf] | 368 |
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[1f81ecc] | 369 | unsigned int leftLaserIdx = -1;
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[6486ba8] | 370 | EffectOverTime<SSBO_Asteroid>* leftLaserEffect = nullptr;
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[1f81ecc] | 371 |
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| 372 | unsigned int rightLaserIdx = -1;
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[6486ba8] | 373 | EffectOverTime<SSBO_Asteroid>* rightLaserEffect = nullptr;
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[1f81ecc] | 374 |
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[20e4c2b] | 375 | /*** High-level vars ***/
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| 376 |
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[301c90a] | 377 | // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
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| 378 | void (VulkanGame::* currentRenderScreenFn)(int width, int height);
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[20e4c2b] | 379 |
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| 380 | map<string, vector<UIValue>> valueLists;
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| 381 |
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| 382 | int score;
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| 383 | float fps;
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| 384 |
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| 385 | // TODO: Make a separate TImer class
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| 386 | time_point<steady_clock> startTime;
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| 387 | float fpsStartTime, curTime, prevTime, elapsedTime;
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| 388 |
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| 389 | int frameCount;
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| 390 |
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| 391 | /*** Functions ***/
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| 392 |
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[4e705d6] | 393 | bool initUI(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 394 | void initVulkan();
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[f97c5e7] | 395 | void initGraphicsPipelines();
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[15104a8] | 396 | void initMatrices();
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[20e4c2b] | 397 | void renderLoop();
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[3f32dfd] | 398 | void updateScene();
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[0df3c9a] | 399 | void cleanup();
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[c1d9b2a] | 400 |
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[c324d6a] | 401 | void createVulkanInstance(const vector<const char*>& validationLayers);
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[c1d9b2a] | 402 | void setupDebugMessenger();
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| 403 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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[90a424f] | 404 | void createVulkanSurface();
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[fe5c3ba] | 405 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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[fa9fa1c] | 406 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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[c324d6a] | 407 | void createLogicalDevice(const vector<const char*>& validationLayers,
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[c1c2021] | 408 | const vector<const char*>& deviceExtensions);
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[3f32dfd] | 409 | void chooseSwapChainProperties();
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[502bd0b] | 410 | void createSwapChain();
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[f94eea9] | 411 | void createImageViews();
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[3f32dfd] | 412 | void createResourceCommandPool();
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[603b5bc] | 413 | void createImageResources();
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[cefdf23] | 414 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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| 415 | void createRenderPass();
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| 416 | void createCommandPools();
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[603b5bc] | 417 | void createFramebuffers();
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| 418 | void createCommandBuffers();
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[34bdf3a] | 419 | void createSyncObjects();
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[f94eea9] | 420 |
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[3f32dfd] | 421 | void createTextureSampler();
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| 422 |
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[cefdf23] | 423 | void initImGuiOverlay();
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| 424 | void cleanupImGuiOverlay();
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| 425 |
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[9d21aac] | 426 | // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
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| 427 |
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[8aa4888] | 428 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
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[c163d81] | 429 | BufferSet& set);
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[9d21aac] | 430 |
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[bb76950] | 431 | void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
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| 432 | bool copyData);
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[9d21aac] | 433 |
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[4994692] | 434 | // TODO: Since addObject() returns a reference to the new object now,
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| 435 | // stop using objects.back() to access the object that was just created
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[2d87297] | 436 | template<class VertexType, class SSBOType>
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[6486ba8] | 437 | SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
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| 438 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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| 439 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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| 440 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
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[0fe8433] | 441 |
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[cefdf23] | 442 | template<class VertexType>
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| 443 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 444 |
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| 445 | template<class VertexType>
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| 446 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 447 |
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[6486ba8] | 448 | template<class VertexType>
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| 449 | void centerObject(SceneObject<VertexType>& object);
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[cefdf23] | 450 |
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[6486ba8] | 451 | template<class VertexType>
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| 452 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
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| 453 | size_t index);
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[1f81ecc] | 454 |
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[52a02e6] | 455 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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| 456 | void translateLaser(size_t index, const vec3& translation);
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| 457 | void updateLaserTarget(size_t index);
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[6486ba8] | 458 | bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex>& asteroid, vec3& start, vec3& end,
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| 459 | vec3& intersection);
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[52a02e6] | 460 |
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[4a9416a] | 461 | void addExplosion(mat4 model_mat, float duration, float cur_time);
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| 462 |
|
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[ea2b4dc] | 463 | void renderFrame(ImDrawData* draw_data);
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[4e2c709] | 464 | void presentFrame();
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| 465 |
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[d2d9286] | 466 | void recreateSwapChain();
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| 467 |
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[c1c2021] | 468 | void cleanupSwapChain();
|
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[20e4c2b] | 469 |
|
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| 470 | /*** High-level functions ***/
|
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| 471 |
|
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[301c90a] | 472 | void renderMainScreen(int width, int height);
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| 473 | void renderGameScreen(int width, int height);
|
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[20e4c2b] | 474 |
|
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| 475 | void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
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| 476 | void renderGuiValueList(vector<UIValue>& values);
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| 477 |
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[301c90a] | 478 | void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
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[20e4c2b] | 479 | void quitGame();
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[e8ebc76] | 480 | };
|
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| 481 |
|
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[4a9416a] | 482 | // Start of specialized no-op functions
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| 483 |
|
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| 484 | template<>
|
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[6486ba8] | 485 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex>& object) {
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[4a9416a] | 486 | }
|
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| 487 |
|
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| 488 | // End of specialized no-op functions
|
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| 489 |
|
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[b7fc3c2] | 490 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
|
---|
| 491 | // the model matrix later by setting model_transform and then calculating the new ssbo.model.
|
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[9d21aac] | 492 | // Figure out a better way to allow the model matrix to be set during object creation
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[2d87297] | 493 | template<class VertexType, class SSBOType>
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[6486ba8] | 494 | SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
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| 495 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
|
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| 496 | const vector<VertexType>& vertices, vector<uint16_t> indices,
|
---|
| 497 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
|
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[2ba5617] | 498 | // TODO: Use the model field of ssbo to set the object's model_base
|
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[b7fc3c2] | 499 | // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
|
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[0fe8433] | 500 | size_t numVertices = pipeline.getNumVertices();
|
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| 501 |
|
---|
| 502 | for (uint16_t& idx : indices) {
|
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| 503 | idx += numVertices;
|
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| 504 | }
|
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| 505 |
|
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[6486ba8] | 506 | objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
|
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[8dcbf62] | 507 | objectBuffer.add(ssbo);
|
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[3b84bb6] | 508 |
|
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[6486ba8] | 509 | SceneObject<VertexType>& obj = objects.back();
|
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[1f81ecc] | 510 |
|
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[cefdf23] | 511 | // TODO: Specify whether to center the object outside of this function or, worst case, maybe
|
---|
| 512 | // with a boolean being passed in here, so that I don't have to rely on checking the specific object
|
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| 513 | // type
|
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[8dcbf62] | 514 | // TODO: Actually, I've already defined a no-op centerObject method for explosions
|
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| 515 | // Maybe I should do the same for lasers and remove this conditional altogether
|
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[4a9416a] | 516 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
|
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[1f81ecc] | 517 | centerObject(obj);
|
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| 518 | }
|
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[2ba5617] | 519 |
|
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[9d21aac] | 520 | pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
|
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| 521 |
|
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[4994692] | 522 | return obj;
|
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[0fe8433] | 523 | }
|
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| 524 |
|
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[cefdf23] | 525 | template<class VertexType>
|
---|
| 526 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
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| 527 | for (VertexType& vertex : vertices) {
|
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| 528 | vertex.objIndex = objIndex;
|
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| 529 | }
|
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[2da64ef] | 530 |
|
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[cefdf23] | 531 | return vertices;
|
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[1f81ecc] | 532 | }
|
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| 533 |
|
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[914bb99] | 534 | // This function sets all the normals for a face to be parallel
|
---|
| 535 | // This is good for models that should have distinct faces, but bad for models that should appear smooth
|
---|
| 536 | // Maybe add an option to set all copies of a point to have the same normal and have the direction of
|
---|
| 537 | // that normal be the weighted average of all the faces it is a part of, where the weight from each face
|
---|
| 538 | // is its surface area.
|
---|
| 539 |
|
---|
| 540 | // TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
|
---|
| 541 | // feasible to automatically enable/disable indexed drawing based on which approach is used
|
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[06d959f] | 542 | template<class VertexType>
|
---|
| 543 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
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| 544 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
---|
| 545 | vec3 p1 = vertices[i].pos;
|
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[cefdf23] | 546 | vec3 p2 = vertices[i + 1].pos;
|
---|
| 547 | vec3 p3 = vertices[i + 2].pos;
|
---|
[06d959f] | 548 |
|
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[a79be34] | 549 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
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[06d959f] | 550 |
|
---|
| 551 | // Add the same normal for all 3 vertices
|
---|
| 552 | vertices[i].normal = normal;
|
---|
[cefdf23] | 553 | vertices[i + 1].normal = normal;
|
---|
| 554 | vertices[i + 2].normal = normal;
|
---|
[cf727ca] | 555 | }
|
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| 556 |
|
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| 557 | return vertices;
|
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| 558 | }
|
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| 559 |
|
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[6486ba8] | 560 | template<class VertexType>
|
---|
| 561 | void VulkanGame::centerObject(SceneObject<VertexType>& object) {
|
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[3b84bb6] | 562 | vector<VertexType>& vertices = object.vertices;
|
---|
| 563 |
|
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[a79be34] | 564 | float min_x = vertices[0].pos.x;
|
---|
| 565 | float max_x = vertices[0].pos.x;
|
---|
| 566 | float min_y = vertices[0].pos.y;
|
---|
| 567 | float max_y = vertices[0].pos.y;
|
---|
| 568 | float min_z = vertices[0].pos.z;
|
---|
| 569 | float max_z = vertices[0].pos.z;
|
---|
| 570 |
|
---|
| 571 | // start from the second point
|
---|
| 572 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
---|
[3b84bb6] | 573 | vec3& pos = vertices[i].pos;
|
---|
| 574 |
|
---|
| 575 | if (min_x > pos.x) {
|
---|
| 576 | min_x = pos.x;
|
---|
| 577 | } else if (max_x < pos.x) {
|
---|
| 578 | max_x = pos.x;
|
---|
[a79be34] | 579 | }
|
---|
| 580 |
|
---|
[3b84bb6] | 581 | if (min_y > pos.y) {
|
---|
| 582 | min_y = pos.y;
|
---|
| 583 | } else if (max_y < pos.y) {
|
---|
| 584 | max_y = pos.y;
|
---|
[a79be34] | 585 | }
|
---|
| 586 |
|
---|
[3b84bb6] | 587 | if (min_z > pos.z) {
|
---|
| 588 | min_z = pos.z;
|
---|
| 589 | } else if (max_z < pos.z) {
|
---|
| 590 | max_z = pos.z;
|
---|
[a79be34] | 591 | }
|
---|
| 592 | }
|
---|
| 593 |
|
---|
| 594 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
---|
| 595 |
|
---|
| 596 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
---|
| 597 | vertices[i].pos -= center;
|
---|
| 598 | }
|
---|
| 599 |
|
---|
[2ba5617] | 600 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
---|
| 601 | object.radius = std::max(object.radius, max_z - center.z);
|
---|
| 602 |
|
---|
[3b84bb6] | 603 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
---|
[a79be34] | 604 | }
|
---|
| 605 |
|
---|
[6486ba8] | 606 | template<class VertexType>
|
---|
| 607 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
|
---|
| 608 | size_t index) {
|
---|
[cefdf23] | 609 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
|
---|
| 610 | }
|
---|
| 611 |
|
---|
[3b84bb6] | 612 | #endif // _VULKAN_GAME_H
|
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