source: opengl-game/vulkan-game.hpp@ 22217d4

feature/imgui-sdl points-test
Last change on this file since 22217d4 was 22217d4, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Make the view and projection matrices instaces variables of the VulkanGame class

  • Property mode set to 100644
File size: 11.9 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <chrono>
5
6#define GLM_FORCE_RADIANS
7#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
8#define GLM_FORCE_RIGHT_HANDED
9
10#include <glm/glm.hpp>
11#include <glm/gtc/matrix_transform.hpp>
12
13#include "game-gui-sdl.hpp"
14#include "graphics-pipeline_vulkan.hpp"
15
16#include "vulkan-utils.hpp"
17
18using namespace glm;
19using namespace std::chrono;
20
21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
27struct OverlayVertex {
28 vec3 pos;
29 vec2 texCoord;
30};
31
32struct ModelVertex {
33 vec3 pos;
34 vec3 color;
35 vec2 texCoord;
36 unsigned int objIndex;
37};
38
39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
42 vec3 normal;
43 unsigned int objIndex;
44};
45
46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
53// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
54// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
55template<class VertexType, class SSBOType>
56struct SceneObject {
57 vector<VertexType> vertices;
58 vector<uint16_t> indices;
59 SSBOType ssbo;
60
61 mat4 model_base;
62 mat4 model_transform;
63 vec3 center;
64 float radius;
65};
66
67struct UBO_VP_mats {
68 alignas(16) mat4 view;
69 alignas(16) mat4 proj;
70};
71
72struct SSBO_ModelObject {
73 alignas(16) mat4 model;
74};
75
76struct SSBO_Asteroid {
77 alignas(16) mat4 model;
78 alignas(4) float hp;
79 alignas(4) unsigned int deleted;
80};
81
82// Have to figure out how to include an optional ssbo parameter for each object
83// Could probably use the same approach to make indices optional
84
85class VulkanGame {
86 public:
87 VulkanGame(int maxFramesInFlight);
88 ~VulkanGame();
89
90 void run(int width, int height, unsigned char guiFlags);
91
92 private:
93 const int MAX_FRAMES_IN_FLIGHT;
94
95 const float NEAR_CLIP = 0.1f;
96 const float FAR_CLIP = 100.0f;
97 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
98
99 vec3 cam_pos;
100
101 GameGui* gui;
102
103 SDL_version sdlVersion;
104 SDL_Window* window = nullptr;
105 SDL_Renderer* renderer = nullptr;
106
107 SDL_Texture* uiOverlay = nullptr;
108
109 VkInstance instance;
110 VkDebugUtilsMessengerEXT debugMessenger;
111 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
112 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
113 VkDevice device;
114
115 VkQueue graphicsQueue;
116 VkQueue presentQueue;
117
118 VkSwapchainKHR swapChain;
119 vector<VkImage> swapChainImages;
120 VkFormat swapChainImageFormat;
121 VkExtent2D swapChainExtent;
122 vector<VkImageView> swapChainImageViews;
123 vector<VkFramebuffer> swapChainFramebuffers;
124
125 VkRenderPass renderPass;
126 VkCommandPool commandPool;
127 vector<VkCommandBuffer> commandBuffers;
128
129 VulkanImage depthImage;
130
131 VkSampler textureSampler;
132
133 VulkanImage floorTextureImage;
134 VkDescriptorImageInfo floorTextureImageDescriptor;
135
136 VulkanImage sdlOverlayImage;
137 VkDescriptorImageInfo sdlOverlayImageDescriptor;
138
139 TTF_Font* font;
140 SDL_Texture* fontSDLTexture;
141
142 SDL_Texture* imageSDLTexture;
143
144 vector<VkSemaphore> imageAvailableSemaphores;
145 vector<VkSemaphore> renderFinishedSemaphores;
146 vector<VkFence> inFlightFences;
147
148 size_t currentFrame;
149
150 bool framebufferResized;
151
152 mat4 viewMat, projMat;
153
154 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
155 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
156
157 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
158 // per pipeline.
159 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
160 // the objects vector, the ubo, and the ssbo
161
162 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
163 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
164
165 vector<VkBuffer> uniformBuffers_modelPipeline;
166 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
167 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
168
169 UBO_VP_mats object_VP_mats;
170
171 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
172 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
173
174 vector<VkBuffer> uniformBuffers_shipPipeline;
175 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
176 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
177
178 UBO_VP_mats ship_VP_mats;
179
180 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
181 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
182
183 vector<VkBuffer> uniformBuffers_asteroidPipeline;
184 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
185 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
186
187 UBO_VP_mats asteroid_VP_mats;
188
189 time_point<steady_clock> startTime;
190 float curTime, prevTime, elapsedTime;
191
192 float shipSpeed = 0.5f;
193 float asteroidSpeed = 2.0f;
194
195 float spawnRate_asteroid = 0.5;
196 float lastSpawn_asteroid;
197
198 bool initWindow(int width, int height, unsigned char guiFlags);
199 void initVulkan();
200 void initGraphicsPipelines();
201 void initMatrices();
202 void mainLoop();
203 void updateScene(uint32_t currentImage);
204 void renderUI();
205 void renderScene();
206 void cleanup();
207
208 void createVulkanInstance(const vector<const char*> &validationLayers);
209 void setupDebugMessenger();
210 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
211 void createVulkanSurface();
212 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
213 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
214 void createLogicalDevice(
215 const vector<const char*> validationLayers,
216 const vector<const char*>& deviceExtensions);
217 void createSwapChain();
218 void createImageViews();
219 void createRenderPass();
220 VkFormat findDepthFormat();
221 void createCommandPool();
222 void createImageResources();
223
224 void createTextureSampler();
225 void createFramebuffers();
226 void createCommandBuffers();
227 void createSyncObjects();
228
229 template<class VertexType, class SSBOType>
230 void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
231 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
232 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
233 bool pipelinesCreated);
234
235 template<class VertexType, class SSBOType>
236 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
237 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
238
239 template<class VertexType>
240 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
241
242 template<class VertexType>
243 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
244
245 template<class VertexType, class SSBOType>
246 void centerObject(SceneObject<VertexType, SSBOType>& object);
247
248 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
249 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
250
251 void recreateSwapChain();
252
253 void cleanupSwapChain();
254
255 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
256 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
257 VkDebugUtilsMessageTypeFlagsEXT messageType,
258 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
259 void* pUserData);
260};
261
262// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
263// and to change the model matrix later by setting model_transform and then calling updateObject()
264// Figure out a better way to allow the model matrix to be set during objecting creation
265template<class VertexType, class SSBOType>
266void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
267 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
268 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
269 bool pipelinesCreated) {
270 size_t numVertices = pipeline.getNumVertices();
271
272 for (uint16_t& idx : indices) {
273 idx += numVertices;
274 }
275
276 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
277 centerObject(objects.back());
278
279 bool storageBufferResized = pipeline.addObject(vertices, indices, ssbo, commandPool, graphicsQueue);
280
281 if (pipelinesCreated) {
282 vkDeviceWaitIdle(device);
283 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
284
285 // TODO: The pipeline recreation only has to be done once per frame where at least
286 // one SSBO is resized.
287 // Refactor the logic to check for any resized SSBOs after all objects for the frame
288 // are created and then recreate each of the corresponding pipelines only once per frame
289 if (storageBufferResized) {
290 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
291 pipeline.createDescriptorPool(swapChainImages);
292 pipeline.createDescriptorSets(swapChainImages);
293 }
294
295 createCommandBuffers();
296 }
297}
298
299// TODO: Just pass in the single object instead of a list of all of them
300template<class VertexType, class SSBOType>
301void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
302 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
303 SceneObject<VertexType, SSBOType>& obj = objects[index];
304
305 obj.ssbo.model = obj.model_transform * obj.model_base;
306
307 // could probably re-calculate the object center here based on model
308 // I think the center should be calculated by using model * vec3(0, 0, 0)
309 // model_base is currently only used to set the original location of the ship and asteroids
310
311 pipeline.updateObject(index, obj.ssbo);
312}
313
314template<class VertexType>
315vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
316 for (unsigned int i = 0; i < vertices.size(); i += 3) {
317 vec3 p1 = vertices[i].pos;
318 vec3 p2 = vertices[i+1].pos;
319 vec3 p3 = vertices[i+2].pos;
320
321 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
322
323 // Add the same normal for all 3 vertices
324 vertices[i].normal = normal;
325 vertices[i+1].normal = normal;
326 vertices[i+2].normal = normal;
327 }
328
329 return vertices;
330}
331
332template<class VertexType>
333vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
334 for (VertexType& vertex : vertices) {
335 vertex.objIndex = objIndex;
336 }
337
338 return vertices;
339}
340
341template<class VertexType, class SSBOType>
342void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
343 vector<VertexType>& vertices = object.vertices;
344
345 float min_x = vertices[0].pos.x;
346 float max_x = vertices[0].pos.x;
347 float min_y = vertices[0].pos.y;
348 float max_y = vertices[0].pos.y;
349 float min_z = vertices[0].pos.z;
350 float max_z = vertices[0].pos.z;
351
352 // start from the second point
353 for (unsigned int i = 1; i < vertices.size(); i++) {
354 vec3& pos = vertices[i].pos;
355
356 if (min_x > pos.x) {
357 min_x = pos.x;
358 } else if (max_x < pos.x) {
359 max_x = pos.x;
360 }
361
362 if (min_y > pos.y) {
363 min_y = pos.y;
364 } else if (max_y < pos.y) {
365 max_y = pos.y;
366 }
367
368 if (min_z > pos.z) {
369 min_z = pos.z;
370 } else if (max_z < pos.z) {
371 max_z = pos.z;
372 }
373 }
374
375 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
376
377 for (unsigned int i = 0; i < vertices.size(); i++) {
378 vertices[i].pos -= center;
379 }
380
381 object.radius = std::max(center.x, center.y);
382 object.radius = std::max(object.radius, center.z);
383 object.center = vec3(0.0f, 0.0f, 0.0f);
384}
385
386#endif // _VULKAN_GAME_H
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