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 | vec3 center;
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61 | float radius;
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62 | };
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63 |
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64 | struct UBO_VP_mats {
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65 | alignas(16) mat4 view;
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66 | alignas(16) mat4 proj;
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67 | };
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68 |
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69 | struct SSBO_ModelObject {
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70 | alignas(16) mat4 model;
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71 | };
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72 |
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73 | struct SSBO_Asteroid {
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74 | alignas(16) mat4 model;
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75 | alignas(4) float hp;
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76 | alignas(4) unsigned int deleted;
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77 | };
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78 |
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79 | // Have to figure out how to include an optional ssbo parameter for each object
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80 | // Could probably use the same approach to make indices optional
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81 |
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82 | class VulkanGame {
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83 | public:
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84 | VulkanGame(int maxFramesInFlight);
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85 | ~VulkanGame();
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86 |
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87 | void run(int width, int height, unsigned char guiFlags);
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88 |
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89 | private:
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90 | const int MAX_FRAMES_IN_FLIGHT;
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91 |
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92 | const float NEAR_CLIP = 0.1f;
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93 | const float FAR_CLIP = 100.0f;
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94 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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95 |
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96 | vec3 cam_pos;
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97 |
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98 | GameGui* gui;
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99 |
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100 | SDL_version sdlVersion;
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101 | SDL_Window* window = nullptr;
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102 | SDL_Renderer* renderer = nullptr;
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103 |
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104 | SDL_Texture* uiOverlay = nullptr;
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105 |
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106 | VkInstance instance;
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107 | VkDebugUtilsMessengerEXT debugMessenger;
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108 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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109 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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110 | VkDevice device;
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111 |
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112 | VkQueue graphicsQueue;
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113 | VkQueue presentQueue;
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114 |
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115 | VkSwapchainKHR swapChain;
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116 | vector<VkImage> swapChainImages;
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117 | VkFormat swapChainImageFormat;
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118 | VkExtent2D swapChainExtent;
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119 | vector<VkImageView> swapChainImageViews;
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120 | vector<VkFramebuffer> swapChainFramebuffers;
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121 |
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122 | VkRenderPass renderPass;
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123 | VkCommandPool commandPool;
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124 | vector<VkCommandBuffer> commandBuffers;
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125 |
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126 | VulkanImage depthImage;
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127 |
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128 | VkSampler textureSampler;
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129 |
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130 | VulkanImage floorTextureImage;
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131 | VkDescriptorImageInfo floorTextureImageDescriptor;
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132 |
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133 | VulkanImage sdlOverlayImage;
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134 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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135 |
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136 | TTF_Font* font;
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137 | SDL_Texture* fontSDLTexture;
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138 |
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139 | SDL_Texture* imageSDLTexture;
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140 |
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141 | vector<VkSemaphore> imageAvailableSemaphores;
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142 | vector<VkSemaphore> renderFinishedSemaphores;
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143 | vector<VkFence> inFlightFences;
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144 |
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145 | size_t currentFrame;
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146 |
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147 | bool framebufferResized;
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148 |
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149 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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150 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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151 |
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152 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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153 | // per pipeline.
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154 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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155 | // the objects vector, the ubo, and the ssbo
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156 |
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157 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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158 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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159 |
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160 | vector<VkBuffer> uniformBuffers_modelPipeline;
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161 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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162 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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163 |
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164 | UBO_VP_mats object_VP_mats;
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165 |
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166 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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167 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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168 |
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169 | vector<VkBuffer> uniformBuffers_shipPipeline;
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170 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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171 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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172 |
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173 | UBO_VP_mats ship_VP_mats;
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174 |
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175 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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176 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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177 |
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178 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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179 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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180 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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181 |
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182 | UBO_VP_mats asteroid_VP_mats;
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183 |
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184 | Uint64 curTime, prevTime;
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185 | double elapsedTime;
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186 |
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187 | bool initWindow(int width, int height, unsigned char guiFlags);
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188 | void initVulkan();
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189 | void initGraphicsPipelines();
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190 | void initMatrices();
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191 | void mainLoop();
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192 | void updateScene(uint32_t currentImage);
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193 | void renderUI();
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194 | void renderScene();
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195 | void cleanup();
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196 |
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197 | void createVulkanInstance(const vector<const char*> &validationLayers);
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198 | void setupDebugMessenger();
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199 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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200 | void createVulkanSurface();
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201 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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202 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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203 | void createLogicalDevice(
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204 | const vector<const char*> validationLayers,
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205 | const vector<const char*>& deviceExtensions);
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206 | void createSwapChain();
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207 | void createImageViews();
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208 | void createRenderPass();
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209 | VkFormat findDepthFormat();
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210 | void createCommandPool();
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211 | void createImageResources();
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212 |
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213 | void createTextureSampler();
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214 | void createFramebuffers();
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215 | void createCommandBuffers();
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216 | void createSyncObjects();
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217 |
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218 | template<class VertexType, class SSBOType>
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219 | void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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220 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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221 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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222 | bool pipelinesCreated);
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223 |
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224 | template<class VertexType, class SSBOType>
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225 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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226 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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227 |
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228 | template<class VertexType>
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229 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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230 |
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231 | template<class VertexType>
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232 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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233 |
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234 | template<class VertexType, class SSBOType>
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235 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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236 |
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237 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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238 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
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239 |
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240 | void recreateSwapChain();
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241 |
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242 | void cleanupSwapChain();
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243 |
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244 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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245 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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246 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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247 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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248 | void* pUserData);
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249 | };
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250 |
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251 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
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252 | // and to change the model matrix later by setting model_transform and then calling updateObject()
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253 | // Figure out a better way to allow the model matrix to be set during objecting creation
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254 | template<class VertexType, class SSBOType>
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255 | void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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256 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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257 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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258 | bool pipelinesCreated) {
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259 | size_t numVertices = pipeline.getNumVertices();
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260 |
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261 | for (uint16_t& idx : indices) {
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262 | idx += numVertices;
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263 | }
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264 |
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265 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
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266 | centerObject(objects.back());
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267 |
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268 | bool storageBufferResized = pipeline.addObject(vertices, indices, ssbo, commandPool, graphicsQueue);
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269 |
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270 | if (pipelinesCreated) {
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271 | if (storageBufferResized) {
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272 | }
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273 |
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274 | createCommandBuffers();
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275 | }
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276 | }
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277 |
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278 | template<class VertexType, class SSBOType>
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279 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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280 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
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281 | SceneObject<VertexType, SSBOType>& obj = objects[index];
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282 |
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283 | obj.ssbo.model = obj.model_transform * obj.model_base;
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284 |
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285 | // could probably re-calculate the object center here based on model
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286 | // I think the center should be calculated by using model * vec3(0, 0, 0)
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287 | // model_base is currently only used to set the original location of the ship and asteroids
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288 |
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289 | pipeline.updateObject(index, obj.ssbo);
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290 | }
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291 |
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292 | template<class VertexType>
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293 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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294 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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295 | vec3 p1 = vertices[i].pos;
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296 | vec3 p2 = vertices[i+1].pos;
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297 | vec3 p3 = vertices[i+2].pos;
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298 |
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299 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
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300 |
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301 | // Add the same normal for all 3 vertices
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302 | vertices[i].normal = normal;
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303 | vertices[i+1].normal = normal;
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304 | vertices[i+2].normal = normal;
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305 | }
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306 |
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307 | return vertices;
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308 | }
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309 |
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310 | template<class VertexType>
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311 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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312 | for (VertexType& vertex : vertices) {
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313 | vertex.objIndex = objIndex;
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314 | }
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315 |
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316 | return vertices;
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317 | }
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318 |
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319 | template<class VertexType, class SSBOType>
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320 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
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321 | vector<VertexType>& vertices = object.vertices;
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322 |
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323 | float min_x = vertices[0].pos.x;
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324 | float max_x = vertices[0].pos.x;
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325 | float min_y = vertices[0].pos.y;
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326 | float max_y = vertices[0].pos.y;
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327 | float min_z = vertices[0].pos.z;
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328 | float max_z = vertices[0].pos.z;
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329 |
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330 | // start from the second point
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331 | for (unsigned int i = 1; i < vertices.size(); i++) {
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332 | vec3& pos = vertices[i].pos;
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333 |
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334 | if (min_x > pos.x) {
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335 | min_x = pos.x;
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336 | } else if (max_x < pos.x) {
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337 | max_x = pos.x;
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338 | }
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339 |
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340 | if (min_y > pos.y) {
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341 | min_y = pos.y;
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342 | } else if (max_y < pos.y) {
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343 | max_y = pos.y;
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344 | }
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345 |
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346 | if (min_z > pos.z) {
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347 | min_z = pos.z;
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348 | } else if (max_z < pos.z) {
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349 | max_z = pos.z;
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350 | }
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351 | }
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352 |
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353 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
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354 |
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355 | for (unsigned int i = 0; i < vertices.size(); i++) {
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356 | vertices[i].pos -= center;
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357 | }
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358 |
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359 | object.radius = std::max(center.x, center.y);
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360 | object.radius = std::max(object.radius, center.z);
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361 | object.center = vec3(0.0f, 0.0f, 0.0f);
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362 | }
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363 |
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364 | #endif // _VULKAN_GAME_H
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