1 | #ifndef _VULKAN_GAME_H
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2 | #define _VULKAN_GAME_H
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3 |
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4 | #define GLM_FORCE_RADIANS
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5 | #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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6 | #define GLM_FORCE_RIGHT_HANDED
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7 |
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8 | #include <glm/glm.hpp>
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9 | #include <glm/gtc/matrix_transform.hpp>
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10 |
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11 | #include "game-gui-sdl.hpp"
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12 | #include "graphics-pipeline_vulkan.hpp"
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13 |
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14 | #include "vulkan-utils.hpp"
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15 |
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16 | using namespace glm;
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17 |
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18 | #ifdef NDEBUG
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19 | const bool ENABLE_VALIDATION_LAYERS = false;
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20 | #else
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21 | const bool ENABLE_VALIDATION_LAYERS = true;
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22 | #endif
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23 |
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24 | struct OverlayVertex {
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25 | vec3 pos;
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26 | vec2 texCoord;
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27 | };
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28 |
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29 | struct ModelVertex {
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30 | vec3 pos;
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31 | vec3 color;
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32 | vec2 texCoord;
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33 | unsigned int objIndex;
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34 | };
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35 |
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36 | struct ShipVertex {
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37 | vec3 pos;
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38 | vec3 color;
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39 | vec3 normal;
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40 | unsigned int objIndex;
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41 | };
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42 |
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43 | struct AsteroidVertex {
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44 | vec3 pos;
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45 | vec3 color;
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46 | vec3 normal;
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47 | unsigned int objIndex;
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48 | };
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49 |
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50 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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51 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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52 | template<class VertexType, class SSBOType>
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53 | struct SceneObject {
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54 | vector<VertexType> vertices;
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55 | vector<uint16_t> indices;
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56 | SSBOType ssbo;
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57 |
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58 | mat4 model_base;
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59 | mat4 model_transform;
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60 | };
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61 |
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62 | struct UBO_VP_mats {
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63 | alignas(16) mat4 view;
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64 | alignas(16) mat4 proj;
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65 | };
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66 |
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67 | struct SSBO_ModelObject {
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68 | alignas(16) mat4 model;
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69 | };
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70 |
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71 | struct SSBO_Asteroid {
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72 | alignas(16) mat4 model;
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73 | alignas(4) float hp;
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74 | alignas(4) unsigned int deleted;
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75 | };
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76 |
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77 | // Have to figure out how to include an optional ssbo parameter for each object
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78 | // Could probably use the same approach to make indices optional
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79 |
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80 | class VulkanGame {
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81 | public:
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82 | VulkanGame(int maxFramesInFlight);
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83 | ~VulkanGame();
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84 |
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85 | void run(int width, int height, unsigned char guiFlags);
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86 |
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87 | private:
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88 | const int MAX_FRAMES_IN_FLIGHT;
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89 |
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90 | const float NEAR_CLIP = 0.1f;
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91 | const float FAR_CLIP = 100.0f;
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92 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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93 |
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94 | vec3 cam_pos;
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95 |
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96 | GameGui* gui;
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97 |
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98 | SDL_version sdlVersion;
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99 | SDL_Window* window = nullptr;
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100 | SDL_Renderer* renderer = nullptr;
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101 |
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102 | SDL_Texture* uiOverlay = nullptr;
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103 |
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104 | VkInstance instance;
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105 | VkDebugUtilsMessengerEXT debugMessenger;
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106 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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107 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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108 | VkDevice device;
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109 |
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110 | VkQueue graphicsQueue;
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111 | VkQueue presentQueue;
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112 |
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113 | VkSwapchainKHR swapChain;
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114 | vector<VkImage> swapChainImages;
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115 | VkFormat swapChainImageFormat;
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116 | VkExtent2D swapChainExtent;
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117 | vector<VkImageView> swapChainImageViews;
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118 | vector<VkFramebuffer> swapChainFramebuffers;
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119 |
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120 | VkRenderPass renderPass;
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121 | VkCommandPool commandPool;
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122 | vector<VkCommandBuffer> commandBuffers;
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123 |
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124 | VulkanImage depthImage;
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125 |
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126 | VkSampler textureSampler;
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127 |
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128 | VulkanImage floorTextureImage;
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129 | VkDescriptorImageInfo floorTextureImageDescriptor;
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130 |
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131 | VulkanImage sdlOverlayImage;
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132 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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133 |
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134 | TTF_Font* font;
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135 | SDL_Texture* fontSDLTexture;
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136 |
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137 | SDL_Texture* imageSDLTexture;
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138 |
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139 | vector<VkSemaphore> imageAvailableSemaphores;
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140 | vector<VkSemaphore> renderFinishedSemaphores;
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141 | vector<VkFence> inFlightFences;
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142 |
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143 | size_t currentFrame;
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144 |
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145 | bool framebufferResized;
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146 |
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147 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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148 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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149 |
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150 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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151 | // per pipeline.
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152 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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153 | // the objects vector, the ubo, and the ssbo
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154 |
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155 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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156 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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157 |
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158 | vector<VkBuffer> uniformBuffers_modelPipeline;
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159 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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160 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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161 |
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162 | UBO_VP_mats object_VP_mats;
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163 |
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164 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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165 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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166 |
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167 | vector<VkBuffer> uniformBuffers_shipPipeline;
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168 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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169 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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170 |
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171 | UBO_VP_mats ship_VP_mats;
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172 |
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173 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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174 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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175 |
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176 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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177 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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178 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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179 |
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180 | UBO_VP_mats asteroid_VP_mats;
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181 |
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182 | Uint64 curTime, prevTime;
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183 | double elapsedTime;
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184 |
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185 | bool initWindow(int width, int height, unsigned char guiFlags);
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186 | void initVulkan();
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187 | void initGraphicsPipelines();
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188 | void initMatrices();
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189 | void mainLoop();
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190 | void updateScene(uint32_t currentImage);
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191 | void renderUI();
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192 | void renderScene();
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193 | void cleanup();
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194 |
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195 | void createVulkanInstance(const vector<const char*> &validationLayers);
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196 | void setupDebugMessenger();
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197 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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198 | void createVulkanSurface();
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199 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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200 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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201 | void createLogicalDevice(
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202 | const vector<const char*> validationLayers,
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203 | const vector<const char*>& deviceExtensions);
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204 | void createSwapChain();
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205 | void createImageViews();
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206 | void createRenderPass();
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207 | VkFormat findDepthFormat();
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208 | void createCommandPool();
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209 | void createImageResources();
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210 |
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211 | void createTextureSampler();
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212 | void createFramebuffers();
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213 | void createCommandBuffers();
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214 | void createSyncObjects();
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215 |
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216 | template<class VertexType, class SSBOType>
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217 | void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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218 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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219 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo);
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220 |
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221 | template<class VertexType, class SSBOType>
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222 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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223 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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224 |
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225 | template<class VertexType>
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226 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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227 |
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228 | template<class VertexType>
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229 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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230 |
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231 | template<class VertexType>
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232 | vector<VertexType> centerObject(vector<VertexType> vertices);
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233 |
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234 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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235 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
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236 |
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237 | void recreateSwapChain();
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238 |
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239 | void cleanupSwapChain();
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240 |
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241 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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242 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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243 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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244 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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245 | void* pUserData);
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246 | };
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247 |
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248 | template<class VertexType, class SSBOType>
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249 | void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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250 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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251 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo) {
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252 | size_t numVertices = pipeline.getNumVertices();
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253 |
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254 | for (uint16_t& idx : indices) {
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255 | idx += numVertices;
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256 | }
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257 |
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258 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
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259 |
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260 | pipeline.addVertices(vertices, indices, commandPool, graphicsQueue);
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261 | }
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262 |
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263 | template<class VertexType, class SSBOType>
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264 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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265 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
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266 | SceneObject<VertexType, SSBOType>& obj = objects[index];
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267 |
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268 | obj.ssbo.model = obj.model_transform * obj.model_base;
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269 |
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270 | // could probably re-calculate the object center here based on model
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271 | // I think the center should be calculated by using model * vec3(0, 0, 0)
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272 | // model_base is currently only used to set the original location of the ship and asteroids
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273 |
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274 | pipeline.updateObject(index, obj.ssbo);
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275 | }
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276 |
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277 | template<class VertexType>
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278 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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279 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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280 | vec3 p1 = vertices[i].pos;
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281 | vec3 p2 = vertices[i+1].pos;
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282 | vec3 p3 = vertices[i+2].pos;
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283 |
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284 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
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285 |
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286 | // Add the same normal for all 3 vertices
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287 | vertices[i].normal = normal;
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288 | vertices[i+1].normal = normal;
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289 | vertices[i+2].normal = normal;
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290 | }
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291 |
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292 | return vertices;
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293 | }
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294 |
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295 | template<class VertexType>
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296 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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297 | for (VertexType& vertex : vertices) {
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298 | vertex.objIndex = objIndex;
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299 | }
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300 |
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301 | return vertices;
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302 | }
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303 |
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304 | template<class VertexType>
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305 | vector<VertexType> VulkanGame::centerObject(vector<VertexType> vertices) {
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306 | float min_x = vertices[0].pos.x;
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307 | float max_x = vertices[0].pos.x;
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308 | float min_y = vertices[0].pos.y;
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309 | float max_y = vertices[0].pos.y;
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310 | float min_z = vertices[0].pos.z;
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311 | float max_z = vertices[0].pos.z;
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312 |
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313 | // start from the second point
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314 | for (unsigned int i = 1; i < vertices.size(); i++) {
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315 | if (min_x > vertices[i].pos.x) {
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316 | min_x = vertices[i].pos.x;
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317 | } else if (max_x < vertices[i].pos.x) {
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318 | max_x = vertices[i].pos.x;
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319 | }
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320 |
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321 | if (min_y > vertices[i].pos.y) {
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322 | min_y = vertices[i].pos.y;
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323 | } else if (max_y < vertices[i].pos.y) {
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324 | max_y = vertices[i].pos.y;
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325 | }
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326 |
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327 | if (min_z > vertices[i].pos.z) {
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328 | min_z = vertices[i].pos.z;
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329 | } else if (max_z < vertices[i].pos.z) {
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330 | max_z = vertices[i].pos.z;
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331 | }
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332 | }
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333 |
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334 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
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335 |
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336 | for (unsigned int i = 0; i < vertices.size(); i++) {
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337 | vertices[i].pos -= center;
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338 | }
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339 |
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340 | return vertices;
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341 | }
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342 |
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343 | #endif // _VULKAN_GAME_H
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