1 | #ifndef _VULKAN_GAME_H
|
---|
2 | #define _VULKAN_GAME_H
|
---|
3 |
|
---|
4 | #include <glm/glm.hpp>
|
---|
5 | #include <glm/gtc/matrix_transform.hpp>
|
---|
6 |
|
---|
7 | #include "game-gui-sdl.hpp"
|
---|
8 | #include "graphics-pipeline_vulkan.hpp"
|
---|
9 |
|
---|
10 | #include "vulkan-utils.hpp"
|
---|
11 |
|
---|
12 | using namespace glm;
|
---|
13 |
|
---|
14 | #ifdef NDEBUG
|
---|
15 | const bool ENABLE_VALIDATION_LAYERS = false;
|
---|
16 | #else
|
---|
17 | const bool ENABLE_VALIDATION_LAYERS = true;
|
---|
18 | #endif
|
---|
19 |
|
---|
20 | struct ModelVertex {
|
---|
21 | vec3 pos;
|
---|
22 | vec3 color;
|
---|
23 | vec2 texCoord;
|
---|
24 | };
|
---|
25 |
|
---|
26 | struct OverlayVertex {
|
---|
27 | vec3 pos;
|
---|
28 | vec2 texCoord;
|
---|
29 | };
|
---|
30 |
|
---|
31 | struct UniformBufferObject {
|
---|
32 | alignas(16) mat4 model;
|
---|
33 | alignas(16) mat4 view;
|
---|
34 | alignas(16) mat4 proj;
|
---|
35 | };
|
---|
36 |
|
---|
37 | class VulkanGame {
|
---|
38 | public:
|
---|
39 | VulkanGame(int maxFramesInFlight);
|
---|
40 | ~VulkanGame();
|
---|
41 |
|
---|
42 | void run(int width, int height, unsigned char guiFlags);
|
---|
43 |
|
---|
44 | private:
|
---|
45 | const int MAX_FRAMES_IN_FLIGHT;
|
---|
46 |
|
---|
47 | const float NEAR_CLIP = 0.1f;
|
---|
48 | const float FAR_CLIP = 100.0f;
|
---|
49 | const float FOV_ANGLE = 67.0f;
|
---|
50 |
|
---|
51 | vec3 cam_pos;
|
---|
52 |
|
---|
53 | UniformBufferObject ubo;
|
---|
54 |
|
---|
55 | GameGui* gui;
|
---|
56 |
|
---|
57 | GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
|
---|
58 | GraphicsPipeline_Vulkan<OverlayVertex> overlayPipeline;
|
---|
59 |
|
---|
60 | SDL_version sdlVersion;
|
---|
61 | SDL_Window* window = nullptr;
|
---|
62 | SDL_Renderer* renderer = nullptr;
|
---|
63 |
|
---|
64 | SDL_Texture* uiOverlay = nullptr;
|
---|
65 |
|
---|
66 | VkInstance instance;
|
---|
67 | VkDebugUtilsMessengerEXT debugMessenger;
|
---|
68 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
|
---|
69 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
|
---|
70 | VkDevice device;
|
---|
71 |
|
---|
72 | VkQueue graphicsQueue;
|
---|
73 | VkQueue presentQueue;
|
---|
74 |
|
---|
75 | VkSwapchainKHR swapChain;
|
---|
76 | vector<VkImage> swapChainImages;
|
---|
77 | VkFormat swapChainImageFormat;
|
---|
78 | VkExtent2D swapChainExtent;
|
---|
79 | vector<VkImageView> swapChainImageViews;
|
---|
80 | vector<VkFramebuffer> swapChainFramebuffers;
|
---|
81 |
|
---|
82 | VkRenderPass renderPass;
|
---|
83 | VkCommandPool commandPool;
|
---|
84 | vector<VkCommandBuffer> commandBuffers;
|
---|
85 |
|
---|
86 | VulkanImage depthImage;
|
---|
87 |
|
---|
88 | VkSampler textureSampler;
|
---|
89 |
|
---|
90 | vector<VkDescriptorBufferInfo> uniformBufferInfoList;
|
---|
91 |
|
---|
92 | // These are currently to store the MVP matrix
|
---|
93 | // I should figure out if it makes sense to use them for other uniforms in the future
|
---|
94 | // If not, I should rename them to better indicate their purpose.
|
---|
95 | // I should also decide if I can use these for all shaders, or if I need a separapte set of buffers for each one
|
---|
96 | vector<VkBuffer> uniformBuffers;
|
---|
97 | vector<VkDeviceMemory> uniformBuffersMemory;
|
---|
98 |
|
---|
99 | VulkanImage floorTextureImage;
|
---|
100 | VkDescriptorImageInfo floorTextureImageDescriptor;
|
---|
101 |
|
---|
102 | VulkanImage sdlOverlayImage;
|
---|
103 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
|
---|
104 |
|
---|
105 | TTF_Font* font;
|
---|
106 | SDL_Texture* fontSDLTexture;
|
---|
107 |
|
---|
108 | SDL_Texture* imageSDLTexture;
|
---|
109 |
|
---|
110 | vector<VkSemaphore> imageAvailableSemaphores;
|
---|
111 | vector<VkSemaphore> renderFinishedSemaphores;
|
---|
112 | vector<VkFence> inFlightFences;
|
---|
113 |
|
---|
114 | size_t currentFrame;
|
---|
115 | size_t numPlanes = 0; // temp
|
---|
116 |
|
---|
117 | bool framebufferResized;
|
---|
118 |
|
---|
119 | bool initWindow(int width, int height, unsigned char guiFlags);
|
---|
120 | void initVulkan();
|
---|
121 | void initMatrices();
|
---|
122 | void mainLoop();
|
---|
123 | void renderUI();
|
---|
124 | void renderScene();
|
---|
125 | void cleanup();
|
---|
126 |
|
---|
127 | void createVulkanInstance(const vector<const char*> &validationLayers);
|
---|
128 | void setupDebugMessenger();
|
---|
129 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
|
---|
130 | void createVulkanSurface();
|
---|
131 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
|
---|
132 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
|
---|
133 | void createLogicalDevice(
|
---|
134 | const vector<const char*> validationLayers,
|
---|
135 | const vector<const char*>& deviceExtensions);
|
---|
136 | void createSwapChain();
|
---|
137 | void createImageViews();
|
---|
138 | void createRenderPass();
|
---|
139 | VkFormat findDepthFormat();
|
---|
140 | void createCommandPool();
|
---|
141 | void createImageResources();
|
---|
142 |
|
---|
143 | void createTextureSampler();
|
---|
144 | void createFramebuffers();
|
---|
145 | void createUniformBuffers();
|
---|
146 | void createCommandBuffers();
|
---|
147 | void createSyncObjects();
|
---|
148 |
|
---|
149 | void recreateSwapChain();
|
---|
150 | void updateUniformBuffer(uint32_t currentImage);
|
---|
151 |
|
---|
152 | void cleanupSwapChain();
|
---|
153 |
|
---|
154 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
|
---|
155 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
|
---|
156 | VkDebugUtilsMessageTypeFlagsEXT messageType,
|
---|
157 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
|
---|
158 | void* pUserData);
|
---|
159 | };
|
---|
160 |
|
---|
161 | #endif // _VULKAN_GAME_H
|
---|