source: opengl-game/sdl-game.hpp@ 6486ba8

feature/imgui-sdl
Last change on this file since 6486ba8 was 6486ba8, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Rewrite some parts of SDLGame and VulkanGame to store per-object buffer object
data contiguously and copied to the GPU in one call

  • Property mode set to 100644
File size: 15.0 KB
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[3b7d497]1#ifndef _SDL_GAME_H
2#define _SDL_GAME_H
3
[40eb092]4#include <chrono>
5#include <map>
[3b7d497]6#include <vector>
[40eb092]7
[3b7d497]8#include <vulkan/vulkan.h>
9
10#include <SDL2/SDL.h>
[c6f0793]11
[4a777d2]12#define GLM_FORCE_RADIANS
13#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
14#define GLM_FORCE_RIGHT_HANDED
15
16#include <glm/glm.hpp>
17#include <glm/gtc/matrix_transform.hpp>
18
[6493e43]19#include "IMGUI/imgui_impl_vulkan.h"
20
[3b7d497]21#include "consts.hpp"
[8aa4888]22#include "game-gui-sdl.hpp"
[ce9dc9f]23#include "vulkan-utils.hpp"
[4a777d2]24#include "graphics-pipeline_vulkan.hpp"
[8aa4888]25#include "vulkan-buffer.hpp"
[3b7d497]26
[4a777d2]27using namespace glm;
[3b7d497]28using namespace std;
[40eb092]29using namespace std::chrono;
[3b7d497]30
31#define VulkanGame NewVulkanGame
32
33#ifdef NDEBUG
34 const bool ENABLE_VALIDATION_LAYERS = false;
35#else
36 const bool ENABLE_VALIDATION_LAYERS = true;
37#endif
38
[4a777d2]39// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
40// by consolidating some and trying to keep new ones to a minimum
41
42struct ModelVertex {
43 vec3 pos;
44 vec3 color;
45 vec2 texCoord;
46 vec3 normal;
47 unsigned int objIndex;
48};
49
50struct LaserVertex {
51 vec3 pos;
52 vec2 texCoord;
53 unsigned int objIndex;
54};
55
56struct ExplosionVertex {
57 vec3 particleStartVelocity;
58 float particleStartTime;
59 unsigned int objIndex;
60};
61
[8aa4888]62// Currently using these as the dynamic UBO types as well
63// TODO: Rename them to something more general
64
[4a777d2]65struct SSBO_ModelObject {
66 alignas(16) mat4 model;
67};
68
69struct SSBO_Asteroid {
70 alignas(16) mat4 model;
71 alignas(4) float hp;
72 alignas(4) unsigned int deleted;
73};
74
75struct UBO_VP_mats {
76 alignas(16) mat4 view;
77 alignas(16) mat4 proj;
78};
79
[996dd3e]80// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
81// Also, probably better to make this a vector of structs where each struct
82// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
[a3cefaa]83// TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
[1abebc1]84struct BufferSet {
[996dd3e]85 vector<VkBuffer> buffers;
86 vector<VkDeviceMemory> memory;
87 vector<VkDescriptorBufferInfo> infoSet;
[8aa4888]88 VkBufferUsageFlags usages;
89 VkMemoryPropertyFlags properties;
[996dd3e]90};
91
[4a777d2]92// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
93// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
94// TODO: Maybe create a typedef for each of the templated SceneObject types
[6486ba8]95template<class VertexType>
[4a777d2]96struct SceneObject {
97 vector<VertexType> vertices;
98 vector<uint16_t> indices;
99
100 mat4 model_base;
101 mat4 model_transform;
102
103 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
104 // parent class
105 vec3 center; // currently only matters for asteroids
106 float radius; // currently only matters for asteroids
[bb76950]107
108 // Move the targetAsteroid stuff out of this class since it is very specific to lasers
109 // and makes moving SceneObject into its own header file more problematic
[6486ba8]110 SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
[4a777d2]111};
112
[6486ba8]113// TODO: Figure out how to include an optional ssbo parameter for each object
[4a777d2]114// Could probably use the same approach to make indices optional
115// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
[c1ec4f6]116// them mandatory
[4a777d2]117
118
119// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
120
[40eb092]121// TODO: Maybe move this to a different header
122
123enum UIValueType {
124 UIVALUE_INT,
125 UIVALUE_DOUBLE,
126};
127
128struct UIValue {
129 UIValueType type;
130 string label;
131 void* value;
132
133 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
134};
135
[3b7d497]136class VulkanGame {
[914bb99]137
[3b7d497]138 public:
[914bb99]139
[ce9dc9f]140 VulkanGame();
[3b7d497]141 ~VulkanGame();
142
[ce9dc9f]143 void run(int width, int height, unsigned char guiFlags);
[3b7d497]144
145 private:
[914bb99]146
[3b7d497]147 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
148 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
149 VkDebugUtilsMessageTypeFlagsEXT messageType,
150 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
151 void* pUserData);
152
[4a777d2]153 // TODO: Maybe pass these in as parameters to some Camera class
154 const float NEAR_CLIP = 0.1f;
155 const float FAR_CLIP = 100.0f;
156 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
157
[c6f0793]158 bool done;
159
[4a777d2]160 vec3 cam_pos;
161
[3b7d497]162 // TODO: Good place to start using smart pointers
163 GameGui* gui;
164
165 SDL_version sdlVersion;
166 SDL_Window* window;
167
[ce9dc9f]168 VkInstance instance;
[7865c5b]169 VkDebugUtilsMessengerEXT debugMessenger;
170 VkSurfaceKHR vulkanSurface;
171 VkPhysicalDevice physicalDevice;
[ce9dc9f]172 VkDevice device;
[6493e43]173
174 VkQueue graphicsQueue;
175 VkQueue presentQueue;
[ce9dc9f]176
177 // TODO: Maybe make a swapchain struct for convenience
178 VkSurfaceFormatKHR swapChainSurfaceFormat;
179 VkPresentModeKHR swapChainPresentMode;
180 VkExtent2D swapChainExtent;
181 uint32_t swapChainMinImageCount;
182 uint32_t swapChainImageCount;
183
184 VkSwapchainKHR swapChain;
185 vector<VkImage> swapChainImages;
186 vector<VkImageView> swapChainImageViews;
187 vector<VkFramebuffer> swapChainFramebuffers;
188
189 VkRenderPass renderPass;
190
191 VkCommandPool resourceCommandPool;
192
193 vector<VkCommandPool> commandPools;
194 vector<VkCommandBuffer> commandBuffers;
195
196 VulkanImage depthImage;
197
198 // These are per frame
199 vector<VkSemaphore> imageAcquiredSemaphores;
200 vector<VkSemaphore> renderCompleteSemaphores;
201
202 // These are per swap chain image
203 vector<VkFence> inFlightFences;
204
205 uint32_t imageIndex;
206 uint32_t currentFrame;
207
[28ea92f]208 bool shouldRecreateSwapChain;
209
[4a777d2]210 VkSampler textureSampler;
211
212 VulkanImage floorTextureImage;
213 VkDescriptorImageInfo floorTextureImageDescriptor;
214
215 mat4 viewMat, projMat;
216
[e469aed]217 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
218 VkDescriptorPool imguiDescriptorPool;
219
[4a777d2]220 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
221 // while working on graphics-library. Double-check exactly what this was and note it down here.
222 // Basically, I think the point was that if I have several models that all use the same shaders and, therefore,
223 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
224 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
[9d21aac]225 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
[4a777d2]226
[1abebc1]227 BufferSet storageBuffers_modelPipeline;
[a3cefaa]228 VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
[c163d81]229 BufferSet uniformBuffers_modelPipeline;
[996dd3e]230
[4a777d2]231 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
232 // per pipeline.
233 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
234 // the objects vector, the ubo, and the ssbo
235
236 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
237 // if there is a need to add other uniform variables to one or more of the shaders
238
[6486ba8]239 vector<SceneObject<ModelVertex>> modelObjects;
[4a777d2]240
241 UBO_VP_mats object_VP_mats;
242
[40eb092]243 /*** High-level vars ***/
244
[85b5fec]245 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
246 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
[40eb092]247
248 map<string, vector<UIValue>> valueLists;
249
250 int score;
251 float fps;
252
253 // TODO: Make a separate singleton Timer class
254 time_point<steady_clock> startTime;
[5081b9a]255 float fpsStartTime, curTime, prevTime, elapsedTime;
[40eb092]256
257 int frameCount;
258
259 /*** Functions ***/
260
[3b7d497]261 bool initUI(int width, int height, unsigned char guiFlags);
[40eb092]262 void initVulkan();
[4a777d2]263 void initGraphicsPipelines();
264 void initMatrices();
[40eb092]265 void renderLoop();
[4a777d2]266 void updateScene();
[40eb092]267 void cleanup();
[3b7d497]268
269 void createVulkanInstance(const vector<const char*>& validationLayers);
270 void setupDebugMessenger();
271 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
272 void createVulkanSurface();
[ce9dc9f]273 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[3b7d497]274 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
275 void createLogicalDevice(const vector<const char*>& validationLayers,
[ce9dc9f]276 const vector<const char*>& deviceExtensions);
277 void chooseSwapChainProperties();
278 void createSwapChain();
279 void createImageViews();
280 void createResourceCommandPool();
[e469aed]281 void createImageResources();
282 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
283 void createRenderPass();
[ce9dc9f]284 void createCommandPools();
285 void createFramebuffers();
286 void createCommandBuffers();
287 void createSyncObjects();
288
[4a777d2]289 void createTextureSampler();
290
[e469aed]291 void initImGuiOverlay();
292 void cleanupImGuiOverlay();
293
[9d21aac]294 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
295
[8aa4888]296 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
[c163d81]297 BufferSet& set);
[4a777d2]298
[bb76950]299 void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
300 bool copyData);
[9d21aac]301
302 template<class SSBOType>
[1abebc1]303 void updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo);
[9d21aac]304
[4a777d2]305 // TODO: Since addObject() returns a reference to the new object now,
306 // stop using objects.back() to access the object that was just created
307 template<class VertexType, class SSBOType>
[6486ba8]308 SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
309 GraphicsPipeline_Vulkan<VertexType>& pipeline,
310 const vector<VertexType>& vertices, vector<uint16_t> indices,
311 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
[4a777d2]312
313 template<class VertexType>
314 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
315
316 template<class VertexType>
317 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
318
[6486ba8]319 template<class VertexType>
320 void centerObject(SceneObject<VertexType>& object);
[4a777d2]321
[4e2c709]322 void renderFrame(ImDrawData* draw_data);
323 void presentFrame();
324
[ce9dc9f]325 void recreateSwapChain();
326
327 void cleanupSwapChain();
[6493e43]328
[40eb092]329 /*** High-level functions ***/
330
[85b5fec]331 void renderMainScreen(int width, int height);
332 void renderGameScreen(int width, int height);
[40eb092]333
334 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
335 void renderGuiValueList(vector<UIValue>& values);
336
[85b5fec]337 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
[40eb092]338 void quitGame();
[ce9dc9f]339};
[6493e43]340
[9d21aac]341// TODO: See if it makes sense to pass in the current swapchain index instead of updating all of them
342template<class SSBOType>
[1abebc1]343void VulkanGame::updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo) {
344 for (size_t i = 0; i < set.memory.size(); i++) {
[c074f81]345 VulkanUtils::copyDataToMemory(device, &ssbo, set.memory[i], objIndex * sizeof(SSBOType), sizeof(ssbo), false);
[9d21aac]346 }
347}
348
[b7fc3c2]349// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
350// the model matrix later by setting model_transform and then calculating the new ssbo.model.
[9d21aac]351// Figure out a better way to allow the model matrix to be set during object creation
[4a777d2]352template<class VertexType, class SSBOType>
[6486ba8]353SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
354 GraphicsPipeline_Vulkan<VertexType>& pipeline,
355 const vector<VertexType>& vertices, vector<uint16_t> indices,
356 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
[4a777d2]357 // TODO: Use the model field of ssbo to set the object's model_base
[b7fc3c2]358 // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
[4a777d2]359 size_t numVertices = pipeline.getNumVertices();
360
361 for (uint16_t& idx : indices) {
362 idx += numVertices;
363 }
364
[6486ba8]365 objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
[8dcbf62]366 objectBuffer.add(ssbo);
[4a777d2]367
[6486ba8]368 SceneObject<VertexType>& obj = objects.back();
[4a777d2]369
370 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
371 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
372 // type
[8dcbf62]373 // TODO: Actually, I've already defined a no-op centerObject method for explosions
374 // Maybe I should do the same for lasers and remove this conditional altogether
[4a777d2]375 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
376 centerObject(obj);
377 }
378
[9d21aac]379 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
380
[4a777d2]381 return obj;
382}
383
384template<class VertexType>
385vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
386 for (VertexType& vertex : vertices) {
387 vertex.objIndex = objIndex;
388 }
389
390 return vertices;
391}
392
393template<class VertexType>
394vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
395 for (unsigned int i = 0; i < vertices.size(); i += 3) {
396 vec3 p1 = vertices[i].pos;
397 vec3 p2 = vertices[i + 1].pos;
398 vec3 p3 = vertices[i + 2].pos;
399
400 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
401
402 // Add the same normal for all 3 vertices
403 vertices[i].normal = normal;
404 vertices[i + 1].normal = normal;
405 vertices[i + 2].normal = normal;
406 }
407
408 return vertices;
409}
410
[6486ba8]411template<class VertexType>
412void VulkanGame::centerObject(SceneObject<VertexType>& object) {
[4a777d2]413 vector<VertexType>& vertices = object.vertices;
414
415 float min_x = vertices[0].pos.x;
416 float max_x = vertices[0].pos.x;
417 float min_y = vertices[0].pos.y;
418 float max_y = vertices[0].pos.y;
419 float min_z = vertices[0].pos.z;
420 float max_z = vertices[0].pos.z;
421
422 // start from the second point
423 for (unsigned int i = 1; i < vertices.size(); i++) {
424 vec3& pos = vertices[i].pos;
425
426 if (min_x > pos.x) {
427 min_x = pos.x;
428 }
429 else if (max_x < pos.x) {
430 max_x = pos.x;
431 }
432
433 if (min_y > pos.y) {
434 min_y = pos.y;
435 }
436 else if (max_y < pos.y) {
437 max_y = pos.y;
438 }
439
440 if (min_z > pos.z) {
441 min_z = pos.z;
442 }
443 else if (max_z < pos.z) {
444 max_z = pos.z;
445 }
446 }
447
448 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
449
450 for (unsigned int i = 0; i < vertices.size(); i++) {
451 vertices[i].pos -= center;
452 }
453
454 object.radius = std::max(max_x - center.x, max_y - center.y);
455 object.radius = std::max(object.radius, max_z - center.z);
456
457 object.center = vec3(0.0f, 0.0f, 0.0f);
458}
459
[3b7d497]460#endif // _SDL_GAME_H
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