source: opengl-game/vulkan-game.hpp@ ea2b4dc

feature/imgui-sdl
Last change on this file since ea2b4dc was ea2b4dc, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

In VulkanGame, generate the IMGUI draw data outside of renderFrame() and
pass it in, instead ofgenerating it inside the function.

  • Property mode set to 100644
File size: 19.1 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <algorithm>
5#include <chrono>
6#include <map>
7
8#define GLM_FORCE_RADIANS
9#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
10#define GLM_FORCE_RIGHT_HANDED
11
12#include <glm/glm.hpp>
13#include <glm/gtc/matrix_transform.hpp>
14
15#include <vulkan/vulkan.h>
16
17#include <SDL2/SDL.h>
18#include <SDL2/SDL_ttf.h>
19
20#include "IMGUI/imgui_impl_vulkan.h"
21
22#include "consts.hpp"
23#include "vulkan-utils.hpp"
24#include "graphics-pipeline_vulkan.hpp"
25
26#include "game-gui-sdl.hpp"
27
28#include "gui/screen.hpp"
29
30using namespace glm;
31using namespace std::chrono;
32
33#ifdef NDEBUG
34 const bool ENABLE_VALIDATION_LAYERS = false;
35#else
36 const bool ENABLE_VALIDATION_LAYERS = true;
37#endif
38
39struct OverlayVertex {
40 vec3 pos;
41 vec2 texCoord;
42};
43
44struct ModelVertex {
45 vec3 pos;
46 vec3 color;
47 vec2 texCoord;
48 unsigned int objIndex;
49};
50
51struct ShipVertex {
52 vec3 pos;
53 vec3 color;
54 vec3 normal;
55 unsigned int objIndex;
56};
57
58struct AsteroidVertex {
59 vec3 pos;
60 vec3 color;
61 vec3 normal;
62 unsigned int objIndex;
63};
64
65struct LaserVertex {
66 vec3 pos;
67 vec2 texCoord;
68 unsigned int objIndex;
69};
70
71struct ExplosionVertex {
72 vec3 particleStartVelocity;
73 float particleStartTime;
74 unsigned int objIndex;
75};
76
77struct SSBO_ModelObject {
78 alignas(16) mat4 model;
79};
80
81struct SSBO_Asteroid {
82 alignas(16) mat4 model;
83 alignas(4) float hp;
84 alignas(4) unsigned int deleted;
85};
86
87struct SSBO_Laser {
88 alignas(16) mat4 model;
89 alignas(4) vec3 color;
90 alignas(4) unsigned int deleted;
91};
92
93struct SSBO_Explosion {
94 alignas(16) mat4 model;
95 alignas(4) float explosionStartTime;
96 alignas(4) float explosionDuration;
97 alignas(4) unsigned int deleted;
98};
99
100struct UBO_VP_mats {
101 alignas(16) mat4 view;
102 alignas(16) mat4 proj;
103};
104
105struct UBO_Explosion {
106 alignas(16) mat4 view;
107 alignas(16) mat4 proj;
108 alignas(4) float cur_time;
109};
110
111// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
112// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
113// TODO: Maybe create a typedef for each of the templated SceneObject types
114template<class VertexType, class SSBOType>
115struct SceneObject {
116 vector<VertexType> vertices;
117 vector<uint16_t> indices;
118 SSBOType ssbo;
119
120 mat4 model_base;
121 mat4 model_transform;
122
123 bool modified;
124
125 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
126 // parent class
127 vec3 center; // currently only matters for asteroids
128 float radius; // currently only matters for asteroids
129 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
130};
131
132// TODO: Have to figure out how to include an optional ssbo parameter for each object
133// Could probably use the same approach to make indices optional
134// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
135// them mamdatory
136
137// TODO: Make a singleton timer class instead
138static float curTime;
139
140
141// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
142
143struct BaseEffectOverTime {
144 bool deleted;
145
146 virtual void applyEffect() = 0;
147
148 BaseEffectOverTime() :
149 deleted(false) {
150 }
151
152 virtual ~BaseEffectOverTime() {
153 }
154};
155
156template<class VertexType, class SSBOType>
157struct EffectOverTime : public BaseEffectOverTime {
158 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
159 vector<SceneObject<VertexType, SSBOType>>& objects;
160 unsigned int objectIndex;
161 size_t effectedFieldOffset;
162 float startValue;
163 float startTime;
164 float changePerSecond;
165
166 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
167 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
168 size_t effectedFieldOffset, float changePerSecond) :
169 pipeline(pipeline),
170 objects(objects),
171 objectIndex(objectIndex),
172 effectedFieldOffset(effectedFieldOffset),
173 startTime(curTime),
174 changePerSecond(changePerSecond) {
175 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
176
177 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
178 ssboOffset + effectedFieldOffset;
179
180 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
181 }
182
183 void applyEffect() {
184 if (objects[objectIndex].ssbo.deleted) {
185 this->deleted = true;
186 return;
187 }
188
189 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
190
191 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
192 ssboOffset + effectedFieldOffset;
193
194 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
195
196 objects[objectIndex].modified = true;
197 }
198};
199
200class VulkanGame {
201 public:
202 VulkanGame();
203 ~VulkanGame();
204
205 void run(int width, int height, unsigned char guiFlags);
206
207 void goToScreen(Screen* screen);
208 void quitGame();
209
210 map<ScreenType, Screen*> screens;
211 Screen* currentScreen;
212
213 TTF_Font* lazyFont;
214 TTF_Font* proggyFont;
215
216 int score;
217 float fps;
218
219 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
220
221 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
222
223 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
224
225 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
226
227 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
228
229 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
230
231 private:
232 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
233 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
234 VkDebugUtilsMessageTypeFlagsEXT messageType,
235 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
236 void* pUserData);
237
238 const float NEAR_CLIP = 0.1f;
239 const float FAR_CLIP = 100.0f;
240 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
241
242 const int EXPLOSION_PARTICLE_COUNT = 300;
243 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
244
245 bool done;
246
247 vec3 cam_pos;
248
249 // TODO: Good place to start using smart pointers
250 GameGui* gui;
251
252 SDL_version sdlVersion;
253 SDL_Window* window = nullptr;
254 SDL_Renderer* renderer = nullptr;
255
256 SDL_Texture* uiOverlay = nullptr;
257
258 VkInstance instance;
259 VkDebugUtilsMessengerEXT debugMessenger;
260 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
261 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
262 VkDevice device;
263
264 VkQueue graphicsQueue;
265 VkQueue presentQueue;
266
267 // TODO: Maybe make a swapchain struct for convenience
268 VkSurfaceFormatKHR swapChainSurfaceFormat;
269 VkPresentModeKHR swapChainPresentMode;
270 VkExtent2D swapChainExtent;
271 uint32_t swapChainMinImageCount;
272 uint32_t swapChainImageCount;
273 VkSwapchainKHR swapChain;
274 vector<VkImage> swapChainImages;
275 vector<VkImageView> swapChainImageViews;
276 vector<VkFramebuffer> swapChainFramebuffers;
277
278 VkRenderPass renderPass;
279
280 VkCommandPool resourceCommandPool;
281
282 vector<VkCommandPool> commandPools;
283 vector<VkCommandBuffer> commandBuffers;
284
285 VulkanImage depthImage;
286
287 // These are per frame
288 vector<VkSemaphore> imageAcquiredSemaphores;
289 vector<VkSemaphore> renderCompleteSemaphores;
290
291 // These are per swap chain image
292 vector<VkFence> inFlightFences;
293
294 uint32_t imageIndex;
295 uint32_t currentFrame;
296
297 bool shouldRecreateSwapChain;
298
299 VkDescriptorPool imguiDescriptorPool;
300
301 VkSampler textureSampler;
302
303 VulkanImage sdlOverlayImage;
304 VkDescriptorImageInfo sdlOverlayImageDescriptor;
305
306 VulkanImage floorTextureImage;
307 VkDescriptorImageInfo floorTextureImageDescriptor;
308
309 VulkanImage laserTextureImage;
310 VkDescriptorImageInfo laserTextureImageDescriptor;
311
312 mat4 viewMat, projMat;
313
314 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
315 // per pipeline.
316 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
317 // the objects vector, the ubo, and the ssbo
318
319 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
320 // if there is a need to add other uniform variables to one or more of the shaders
321
322 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
323
324 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
325
326 vector<VkBuffer> uniformBuffers_modelPipeline;
327 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
328 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
329
330 UBO_VP_mats object_VP_mats;
331
332 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
333
334 vector<VkBuffer> uniformBuffers_shipPipeline;
335 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
336 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
337
338 UBO_VP_mats ship_VP_mats;
339
340 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
341
342 vector<VkBuffer> uniformBuffers_asteroidPipeline;
343 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
344 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
345
346 UBO_VP_mats asteroid_VP_mats;
347
348 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
349
350 vector<VkBuffer> uniformBuffers_laserPipeline;
351 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
352 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
353
354 UBO_VP_mats laser_VP_mats;
355
356 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
357
358 vector<VkBuffer> uniformBuffers_explosionPipeline;
359 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
360 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
361
362 UBO_Explosion explosion_UBO;
363
364 vector<BaseEffectOverTime*> effects;
365
366 time_point<steady_clock> startTime;
367 float prevTime, elapsedTime;
368
369 float fpsStartTime;
370 int frameCount;
371
372 float shipSpeed = 0.5f;
373 float asteroidSpeed = 2.0f;
374
375 float spawnRate_asteroid = 0.5;
376 float lastSpawn_asteroid;
377
378 unsigned int leftLaserIdx = -1;
379 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
380
381 unsigned int rightLaserIdx = -1;
382 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
383
384 bool initUI(int width, int height, unsigned char guiFlags);
385 void initVulkan();
386 void initGraphicsPipelines();
387 void initMatrices();
388 void mainLoop();
389 void updateScene();
390 void cleanup();
391
392 void createVulkanInstance(const vector<const char*>& validationLayers);
393 void setupDebugMessenger();
394 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
395 void createVulkanSurface();
396 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
397 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
398 void createLogicalDevice(const vector<const char*>& validationLayers,
399 const vector<const char*>& deviceExtensions);
400 void chooseSwapChainProperties();
401 void createSwapChain();
402 void createImageViews();
403 void createRenderPass();
404 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
405 void createResourceCommandPool();
406 void createCommandPools();
407 void createImageResources();
408 void createFramebuffers();
409 void createCommandBuffers();
410 void createSyncObjects();
411
412 void createTextureSampler();
413
414 void createImguiDescriptorPool();
415 void destroyImguiDescriptorPool();
416
417 // TODO: Since addObject() returns a reference to the new object now,
418 // stop using objects.back() to access the object that was just created
419 template<class VertexType, class SSBOType>
420 SceneObject<VertexType, SSBOType>& addObject(
421 vector<SceneObject<VertexType, SSBOType>>& objects,
422 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
423 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
424 bool pipelinesCreated);
425
426 template<class VertexType, class SSBOType>
427 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
428 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
429
430 template<class VertexType, class SSBOType>
431 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
432 SceneObject<VertexType, SSBOType>& obj, size_t index);
433
434 template<class VertexType>
435 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
436
437 template<class VertexType>
438 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
439
440 template<class VertexType, class SSBOType>
441 void centerObject(SceneObject<VertexType, SSBOType>& object);
442
443 void addLaser(vec3 start, vec3 end, vec3 color, float width);
444 void translateLaser(size_t index, const vec3& translation);
445 void updateLaserTarget(size_t index);
446 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
447 vec3& start, vec3& end, vec3& intersection);
448
449 void addExplosion(mat4 model_mat, float duration, float cur_time);
450
451 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
452 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
453 vector<VkDescriptorBufferInfo>& bufferInfoList);
454
455 void renderFrame(ImDrawData* draw_data);
456 void presentFrame();
457
458 void recreateSwapChain();
459
460 void cleanupSwapChain();
461};
462
463// Start of specialized no-op functions
464
465template<>
466inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
467}
468
469// End of specialized no-op functions
470
471// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
472// and to change the model matrix later by setting model_transform and then calling updateObject()
473// Figure out a better way to allow the model matrix to be set during objecting creation
474
475// TODO: Maybe return a reference to the object from this method if I decide that updating it
476// immediately after creation is a good idea (such as setting model_base)
477// Currently, model_base is set like this in a few places and the radius is set for asteroids
478// to account for scaling
479template<class VertexType, class SSBOType>
480SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
481 vector<SceneObject<VertexType, SSBOType>>& objects,
482 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
483 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
484 bool pipelinesCreated) {
485 // TODO: Use the model field of ssbo to set the object's model_base
486 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
487 size_t numVertices = pipeline.getNumVertices();
488
489 for (uint16_t& idx : indices) {
490 idx += numVertices;
491 }
492
493 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
494
495 SceneObject<VertexType, SSBOType>& obj = objects.back();
496
497 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
498 centerObject(obj);
499 }
500
501 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
502 resourceCommandPool, graphicsQueue);
503
504 if (pipelinesCreated) {
505 vkDeviceWaitIdle(device);
506
507 for (uint32_t i = 0; i < swapChainImageCount; i++) {
508 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
509 }
510
511 // TODO: The pipeline recreation only has to be done once per frame where at least
512 // one SSBO is resized.
513 // Refactor the logic to check for any resized SSBOs after all objects for the frame
514 // are created and then recreate each of the corresponding pipelines only once per frame
515 if (storageBufferResized) {
516 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
517 pipeline.createDescriptorPool(swapChainImages);
518 pipeline.createDescriptorSets(swapChainImages);
519 }
520
521 createCommandBuffers();
522 }
523
524 return obj;
525}
526
527// TODO: Just pass in the single object instead of a list of all of them
528template<class VertexType, class SSBOType>
529void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
530 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
531 SceneObject<VertexType, SSBOType>& obj = objects[index];
532
533 obj.ssbo.model = obj.model_transform * obj.model_base;
534 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
535
536 pipeline.updateObject(index, obj.ssbo);
537
538 obj.modified = false;
539}
540
541template<class VertexType, class SSBOType>
542void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
543 SceneObject<VertexType, SSBOType>& obj, size_t index) {
544 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
545}
546
547template<class VertexType>
548vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
549 for (unsigned int i = 0; i < vertices.size(); i += 3) {
550 vec3 p1 = vertices[i].pos;
551 vec3 p2 = vertices[i+1].pos;
552 vec3 p3 = vertices[i+2].pos;
553
554 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
555
556 // Add the same normal for all 3 vertices
557 vertices[i].normal = normal;
558 vertices[i+1].normal = normal;
559 vertices[i+2].normal = normal;
560 }
561
562 return vertices;
563}
564
565template<class VertexType>
566vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
567 for (VertexType& vertex : vertices) {
568 vertex.objIndex = objIndex;
569 }
570
571 return vertices;
572}
573
574template<class VertexType, class SSBOType>
575void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
576 vector<VertexType>& vertices = object.vertices;
577
578 float min_x = vertices[0].pos.x;
579 float max_x = vertices[0].pos.x;
580 float min_y = vertices[0].pos.y;
581 float max_y = vertices[0].pos.y;
582 float min_z = vertices[0].pos.z;
583 float max_z = vertices[0].pos.z;
584
585 // start from the second point
586 for (unsigned int i = 1; i < vertices.size(); i++) {
587 vec3& pos = vertices[i].pos;
588
589 if (min_x > pos.x) {
590 min_x = pos.x;
591 } else if (max_x < pos.x) {
592 max_x = pos.x;
593 }
594
595 if (min_y > pos.y) {
596 min_y = pos.y;
597 } else if (max_y < pos.y) {
598 max_y = pos.y;
599 }
600
601 if (min_z > pos.z) {
602 min_z = pos.z;
603 } else if (max_z < pos.z) {
604 max_z = pos.z;
605 }
606 }
607
608 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
609
610 for (unsigned int i = 0; i < vertices.size(); i++) {
611 vertices[i].pos -= center;
612 }
613
614 object.radius = std::max(max_x - center.x, max_y - center.y);
615 object.radius = std::max(object.radius, max_z - center.z);
616
617 object.center = vec3(0.0f, 0.0f, 0.0f);
618}
619
620#endif // _VULKAN_GAME_H
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