| 1 | #ifndef _VULKAN_GAME_H
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| 2 | #define _VULKAN_GAME_H
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| 3 |
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| 4 | #include <algorithm>
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| 5 | #include <chrono>
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| 6 | #include <map>
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| 7 | #include <vector>
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| 8 |
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| 9 | #include <vulkan/vulkan.h>
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| 10 |
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| 11 | #include <SDL2/SDL.h>
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| 12 |
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| 13 | #define GLM_FORCE_RADIANS
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| 14 | #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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| 15 | #define GLM_FORCE_RIGHT_HANDED
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| 16 |
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| 17 | #include <glm/glm.hpp>
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| 18 | #include <glm/gtc/matrix_transform.hpp>
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| 19 |
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| 20 | #include "IMGUI/imgui_impl_vulkan.h"
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| 21 |
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| 22 | #include "consts.hpp"
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| 23 | #include "utils.hpp"
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| 24 | #include "game-gui-sdl.hpp"
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| 25 | #include "vulkan-utils.hpp"
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| 26 | #include "graphics-pipeline_vulkan.hpp"
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| 27 | #include "vulkan-buffer.hpp"
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| 28 |
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| 29 | using namespace glm;
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| 30 | using namespace std::chrono;
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| 31 |
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| 32 | #ifdef NDEBUG
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| 33 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 34 | #else
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| 35 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 36 | #endif
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| 37 |
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| 38 | // TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
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| 39 | // by consolidating some and trying to keep new ones to a minimum
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| 40 |
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| 41 | struct ModelVertex {
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| 42 | vec3 pos;
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| 43 | vec3 color;
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| 44 | vec2 texCoord;
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| 45 | vec3 normal;
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| 46 | unsigned int objIndex;
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| 47 | };
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| 48 |
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| 49 | struct LaserVertex {
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| 50 | vec3 pos;
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| 51 | vec2 texCoord;
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| 52 | unsigned int objIndex;
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| 53 | };
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| 54 |
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| 55 | struct ExplosionVertex {
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| 56 | vec3 particleStartVelocity;
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| 57 | float particleStartTime;
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| 58 | unsigned int objIndex;
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| 59 | };
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| 60 |
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| 61 | struct SSBO_ModelObject {
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| 62 | alignas(16) mat4 model;
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| 63 | };
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| 64 |
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| 65 | struct SSBO_Asteroid {
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| 66 | alignas(16) mat4 model;
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| 67 | alignas(4) float hp;
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| 68 | alignas(4) unsigned int deleted;
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| 69 | };
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| 70 |
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| 71 | struct SSBO_Laser {
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| 72 | alignas(16) mat4 model;
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| 73 | alignas(4) vec3 color;
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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 | struct SSBO_Explosion {
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| 78 | alignas(16) mat4 model;
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| 79 | alignas(4) float explosionStartTime;
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| 80 | alignas(4) float explosionDuration;
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| 81 | alignas(4) unsigned int deleted;
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| 82 | };
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| 83 |
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| 84 | struct UBO_VP_mats {
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| 85 | alignas(16) mat4 view;
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| 86 | alignas(16) mat4 proj;
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| 87 | };
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| 88 |
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| 89 | struct UBO_Explosion {
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| 90 | alignas(16) mat4 view;
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| 91 | alignas(16) mat4 proj;
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| 92 | alignas(4) float cur_time;
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| 93 | };
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| 94 |
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| 95 | // TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
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| 96 | // Also, probably better to make this a vector of structs where each struct
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| 97 | // has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
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| 98 | // TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
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| 99 | struct BufferSet {
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| 100 | vector<VkBuffer> buffers;
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| 101 | vector<VkDeviceMemory> memory;
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| 102 | vector<VkDescriptorBufferInfo> infoSet;
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| 103 | VkBufferUsageFlags usages;
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| 104 | VkMemoryPropertyFlags properties;
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| 105 | };
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| 106 |
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| 107 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 108 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 109 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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| 110 | template<class VertexType>
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| 111 | struct SceneObject {
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| 112 | vector<VertexType> vertices;
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| 113 | vector<uint16_t> indices;
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| 114 |
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| 115 | mat4 model_base;
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| 116 | mat4 model_transform;
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| 117 |
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| 118 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 119 | // parent class
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| 120 | vec3 center; // currently only matters for asteroids
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| 121 | float radius; // currently only matters for asteroids
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| 122 |
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| 123 | // Move the targetAsteroid stuff out of this class since it is very specific to lasers
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| 124 | // and makes moving SceneObject into its own header file more problematic
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| 125 | SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
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| 126 | };
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| 127 |
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| 128 | // TODO: Figure out how to include an optional ssbo parameter for each object
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| 129 | // Could probably use the same approach to make indices optional
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| 130 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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| 131 | // them mandatory
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| 132 |
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| 133 |
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| 134 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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| 135 |
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| 136 | struct BaseEffectOverTime {
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| 137 | bool deleted;
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| 138 |
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| 139 | virtual void applyEffect(float curTime) = 0;
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| 140 |
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| 141 | BaseEffectOverTime() :
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| 142 | deleted(false) {
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| 143 | }
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| 144 |
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| 145 | virtual ~BaseEffectOverTime() {
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| 146 | }
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| 147 | };
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| 148 |
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| 149 | // TODO: Move this into its own hpp and cpp files
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| 150 | // TODO: Actually, since this is only used to make lasers deal damage to asteroids, review the logic
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| 151 | // and see if there is a more straightforward way of implementing this.
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| 152 | // If there is a simple and straightforward way to implement this in updateScene(), I should just do that instead of
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| 153 | // using this class. A general feature like this is useful, but, depending on the actual game, it might not be used
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| 154 | // that often, and using this class might actually make things more complicated if it doesn't quite implement the
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| 155 | // desired features
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| 156 | template<class SSBOType>
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| 157 | struct EffectOverTime : public BaseEffectOverTime {
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| 158 | VulkanBuffer<SSBOType> &buffer;
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| 159 | uint32_t objectIndex;
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| 160 | size_t effectedFieldOffset;
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| 161 | float startValue;
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| 162 | float startTime;
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| 163 | float changePerSecond;
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| 164 |
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| 165 | EffectOverTime(VulkanBuffer<SSBOType> &buffer, uint32_t objectIndex, size_t effectedFieldOffset, float startTime,
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| 166 | float changePerSecond)
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| 167 | : buffer(buffer)
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| 168 | , objectIndex(objectIndex)
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| 169 | , effectedFieldOffset(effectedFieldOffset)
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| 170 | , startTime(startTime)
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| 171 | , changePerSecond(changePerSecond) {
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| 172 | startValue = *reinterpret_cast<float*>(getEffectedFieldPtr());
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| 173 | }
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| 174 |
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| 175 | unsigned char* getEffectedFieldPtr() {
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| 176 | return reinterpret_cast<unsigned char*>(&buffer.get(objectIndex)) + effectedFieldOffset;
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| 177 | }
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| 178 |
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| 179 | void applyEffect(float curTime) {
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| 180 | if (buffer.get(objectIndex).deleted) {
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| 181 | deleted = true;
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| 182 | return;
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| 183 | }
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| 184 |
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| 185 | *reinterpret_cast<float*>(getEffectedFieldPtr()) = startValue + (curTime - startTime) * changePerSecond;
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| 186 | }
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| 187 | };
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| 188 |
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| 189 | // TODO: Maybe move this to a different header
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| 190 |
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| 191 | enum UIValueType {
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| 192 | UIVALUE_INT,
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| 193 | UIVALUE_DOUBLE,
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| 194 | };
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| 195 |
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| 196 | struct UIValue {
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| 197 | UIValueType type;
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| 198 | string label;
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| 199 | void* value;
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| 200 |
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| 201 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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| 202 | };
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| 203 |
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| 204 | /* TODO: The following syntax (note the const keyword) means the function will not modify
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| 205 | * its params. I should use this where appropriate
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| 206 | *
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| 207 | * [return-type] [func-name](params...) const { ... }
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| 208 | */
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| 209 |
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| 210 | class VulkanGame {
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| 211 |
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| 212 | public:
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| 213 |
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| 214 | VulkanGame();
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| 215 | ~VulkanGame();
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| 216 |
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| 217 | void run(int width, int height, unsigned char guiFlags);
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| 218 |
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| 219 | private:
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| 220 |
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| 221 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 222 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 223 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 224 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 225 | void* pUserData);
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| 226 |
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| 227 | // TODO: Maybe pass these in as parameters to some Camera class
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| 228 | const float NEAR_CLIP = 0.1f;
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| 229 | const float FAR_CLIP = 100.0f;
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| 230 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
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| 231 |
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| 232 | const int EXPLOSION_PARTICLE_COUNT = 300;
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| 233 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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| 234 |
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| 235 | bool done;
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| 236 |
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| 237 | vec3 cam_pos;
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| 238 |
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| 239 | // TODO: Good place to start using smart pointers
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| 240 | GameGui* gui;
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| 241 |
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| 242 | SDL_version sdlVersion;
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| 243 | SDL_Window* window = nullptr;
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| 244 |
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| 245 | int drawableWidth, drawableHeight;
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| 246 |
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| 247 | VkInstance instance;
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| 248 | VkDebugUtilsMessengerEXT debugMessenger;
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| 249 | VkSurfaceKHR vulkanSurface;
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| 250 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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| 251 | VkDevice device;
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| 252 |
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| 253 | VkQueue graphicsQueue;
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| 254 | VkQueue presentQueue;
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| 255 |
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| 256 | // TODO: Maybe make a swapchain struct for convenience
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| 257 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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| 258 | VkPresentModeKHR swapChainPresentMode;
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| 259 | VkExtent2D swapChainExtent;
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| 260 | uint32_t swapChainMinImageCount;
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| 261 | uint32_t swapChainImageCount;
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| 262 | VkSwapchainKHR swapChain;
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| 263 | vector<VkImage> swapChainImages;
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| 264 | vector<VkImageView> swapChainImageViews;
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| 265 | vector<VkFramebuffer> swapChainFramebuffers;
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| 266 |
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| 267 | VkRenderPass renderPass;
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| 268 |
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| 269 | VkCommandPool resourceCommandPool;
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| 270 |
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| 271 | vector<VkCommandPool> commandPools;
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| 272 | vector<VkCommandBuffer> commandBuffers;
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| 273 |
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| 274 | VulkanImage depthImage;
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| 275 |
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| 276 | // These are per frame
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| 277 | vector<VkSemaphore> imageAcquiredSemaphores;
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| 278 | vector<VkSemaphore> renderCompleteSemaphores;
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| 279 |
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| 280 | // These are per swap chain image
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| 281 | vector<VkFence> inFlightFences;
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| 282 |
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| 283 | uint32_t imageIndex;
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| 284 | uint32_t currentFrame;
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| 285 |
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| 286 | bool shouldRecreateSwapChain;
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| 287 |
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| 288 | VkSampler textureSampler;
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| 289 |
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| 290 | VulkanImage floorTextureImage;
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| 291 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 292 |
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| 293 | VulkanImage laserTextureImage;
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| 294 | VkDescriptorImageInfo laserTextureImageDescriptor;
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| 295 |
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| 296 | mat4 viewMat, projMat;
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| 297 |
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| 298 | // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
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| 299 | VkDescriptorPool imguiDescriptorPool;
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| 300 |
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| 301 | // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
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| 302 | // while working on graphics-library. Double-check exactly what this was and note it down here.
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| 303 | // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
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| 304 | // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
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| 305 | // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
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| 306 | GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
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| 307 | GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
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| 308 | GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
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| 309 | GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
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| 310 | GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
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| 311 |
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| 312 | BufferSet uniformBuffers_modelPipeline;
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| 313 | BufferSet objectBuffers_modelPipeline;
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| 314 |
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| 315 | VulkanBuffer<UBO_VP_mats> uniforms_modelPipeline;
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| 316 | VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
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| 317 |
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| 318 | BufferSet uniformBuffers_shipPipeline;
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| 319 | BufferSet objectBuffers_shipPipeline;
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| 320 |
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| 321 | VulkanBuffer<UBO_VP_mats> uniforms_shipPipeline;
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| 322 | VulkanBuffer<SSBO_ModelObject> objects_shipPipeline;
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| 323 |
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| 324 | BufferSet uniformBuffers_asteroidPipeline;
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| 325 | BufferSet objectBuffers_asteroidPipeline;
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| 326 |
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| 327 | VulkanBuffer<UBO_VP_mats> uniforms_asteroidPipeline;
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| 328 | VulkanBuffer<SSBO_Asteroid> objects_asteroidPipeline;
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| 329 |
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| 330 | BufferSet uniformBuffers_laserPipeline;
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| 331 | BufferSet objectBuffers_laserPipeline;
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| 332 |
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| 333 | VulkanBuffer<UBO_VP_mats> uniforms_laserPipeline;
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| 334 | VulkanBuffer<SSBO_Laser> objects_laserPipeline;
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| 335 |
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| 336 | BufferSet uniformBuffers_explosionPipeline;
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| 337 | BufferSet objectBuffers_explosionPipeline;
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| 338 |
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| 339 | VulkanBuffer<UBO_Explosion> uniforms_explosionPipeline;
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| 340 | VulkanBuffer<SSBO_Explosion> objects_explosionPipeline;
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| 341 |
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| 342 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 343 | // per pipeline.
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| 344 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 345 | // the objects vector, the ubo, and the ssbo
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| 346 |
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| 347 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 348 | // if there is a need to add other uniform variables to one or more of the shaders
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| 349 |
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| 350 | vector<SceneObject<ModelVertex>> modelObjects;
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| 351 | vector<SceneObject<ModelVertex>> shipObjects;
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| 352 | vector<SceneObject<ModelVertex>> asteroidObjects;
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| 353 | vector<SceneObject<LaserVertex>> laserObjects;
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| 354 | vector<SceneObject<ExplosionVertex>> explosionObjects;
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| 355 |
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| 356 | //UBO_Explosion explosion_UBO;
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| 357 |
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| 358 | vector<BaseEffectOverTime*> effects;
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| 359 |
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| 360 | float shipSpeed = 0.5f;
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| 361 | float asteroidSpeed = 2.0f;
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| 362 |
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| 363 | float spawnRate_asteroid = 0.5;
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| 364 | float lastSpawn_asteroid;
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| 365 |
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| 366 | unsigned int leftLaserIdx = -1;
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| 367 | EffectOverTime<SSBO_Asteroid>* leftLaserEffect = nullptr;
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| 368 |
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| 369 | unsigned int rightLaserIdx = -1;
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| 370 | EffectOverTime<SSBO_Asteroid>* rightLaserEffect = nullptr;
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| 371 |
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| 372 | /*** High-level vars ***/
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| 373 |
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| 374 | // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
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| 375 | void (VulkanGame::* currentRenderScreenFn)(int width, int height);
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| 376 |
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| 377 | map<string, vector<UIValue>> valueLists;
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| 378 |
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| 379 | int score;
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| 380 | float fps;
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| 381 |
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| 382 | // TODO: Make a separate TImer class
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| 383 | time_point<steady_clock> startTime;
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| 384 | float fpsStartTime, curTime, prevTime, elapsedTime;
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| 385 |
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| 386 | int frameCount;
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| 387 |
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| 388 | /*** Functions ***/
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| 389 |
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| 390 | bool initUI(int width, int height, unsigned char guiFlags);
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| 391 | void initVulkan();
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| 392 | void initGraphicsPipelines();
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| 393 | void initMatrices();
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| 394 | void renderLoop();
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| 395 | void updateScene();
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| 396 | void cleanup();
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| 397 |
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| 398 | void createVulkanInstance(const vector<const char*>& validationLayers);
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| 399 | void setupDebugMessenger();
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| 400 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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| 401 | void createVulkanSurface();
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| 402 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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| 403 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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| 404 | void createLogicalDevice(const vector<const char*>& validationLayers,
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| 405 | const vector<const char*>& deviceExtensions);
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| 406 | void chooseSwapChainProperties();
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| 407 | void createSwapChain();
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| 408 | void createImageViews();
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| 409 | void createResourceCommandPool();
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| 410 | void createImageResources();
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| 411 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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| 412 | void createRenderPass();
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| 413 | void createCommandPools();
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| 414 | void createFramebuffers();
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| 415 | void createCommandBuffers();
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| 416 | void createSyncObjects();
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| 417 |
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| 418 | void createTextureSampler();
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| 419 |
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| 420 | void initImGuiOverlay();
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| 421 | void cleanupImGuiOverlay();
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| 422 |
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| 423 | // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
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| 424 |
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| 425 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
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| 426 | BufferSet& set);
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| 427 |
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| 428 | void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
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| 429 | bool copyData);
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| 430 |
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| 431 | // TODO: Since addObject() returns a reference to the new object now,
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| 432 | // stop using objects.back() to access the object that was just created
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| 433 | template<class VertexType, class SSBOType>
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| 434 | SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
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| 435 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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| 436 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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| 437 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
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| 438 |
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| 439 | template<class VertexType>
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| 440 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 441 |
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| 442 | template<class VertexType>
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| 443 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 444 |
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| 445 | template<class VertexType>
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| 446 | void centerObject(SceneObject<VertexType>& object);
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| 447 |
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| 448 | template<class VertexType>
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| 449 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
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| 450 | size_t index);
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| 451 |
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| 452 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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| 453 | void translateLaser(size_t index, const vec3& translation);
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| 454 | void updateLaserTarget(size_t index);
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| 455 | bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex>& asteroid, vec3& start, vec3& end,
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| 456 | vec3& intersection);
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| 457 |
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| 458 | void addExplosion(mat4 model_mat, float duration, float cur_time);
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| 459 |
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| 460 | void renderFrame(ImDrawData* draw_data);
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| 461 | void presentFrame();
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| 462 |
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| 463 | void recreateSwapChain();
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| 464 |
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| 465 | void cleanupSwapChain();
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| 466 |
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| 467 | /*** High-level functions ***/
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| 468 |
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| 469 | void renderMainScreen(int width, int height);
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| 470 | void renderGameScreen(int width, int height);
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| 471 |
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| 472 | void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
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| 473 | void renderGuiValueList(vector<UIValue>& values);
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| 474 |
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| 475 | void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
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| 476 | void quitGame();
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| 477 | };
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| 478 |
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| 479 | // Start of specialized no-op functions
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| 480 |
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| 481 | template<>
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| 482 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex>& object) {
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| 483 | }
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| 484 |
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| 485 | // End of specialized no-op functions
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| 486 |
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| 487 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
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| 488 | // the model matrix later by setting model_transform and then calculating the new ssbo.model.
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| 489 | // Figure out a better way to allow the model matrix to be set during object creation
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| 490 | template<class VertexType, class SSBOType>
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| 491 | SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
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| 492 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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| 493 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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| 494 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
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| 495 | // TODO: Use the model field of ssbo to set the object's model_base
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| 496 | // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
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| 497 | size_t numVertices = pipeline.getNumVertices();
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| 498 |
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| 499 | for (uint16_t& idx : indices) {
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| 500 | idx += numVertices;
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| 501 | }
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| 502 |
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| 503 | objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
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| 504 | objectBuffer.add(ssbo);
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| 505 |
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| 506 | SceneObject<VertexType>& obj = objects.back();
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| 507 |
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| 508 | // TODO: Specify whether to center the object outside of this function or, worst case, maybe
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| 509 | // with a boolean being passed in here, so that I don't have to rely on checking the specific object
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| 510 | // type
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| 511 | // TODO: Actually, I've already defined a no-op centerObject method for explosions
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| 512 | // Maybe I should do the same for lasers and remove this conditional altogether
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| 513 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
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| 514 | centerObject(obj);
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| 515 | }
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| 516 |
|
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| 517 | pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
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| 518 |
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| 519 | return obj;
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| 520 | }
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| 521 |
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| 522 | template<class VertexType>
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| 523 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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| 524 | for (VertexType& vertex : vertices) {
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| 525 | vertex.objIndex = objIndex;
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|---|
| 526 | }
|
|---|
| 527 |
|
|---|
| 528 | return vertices;
|
|---|
| 529 | }
|
|---|
| 530 |
|
|---|
| 531 | // This function sets all the normals for a face to be parallel
|
|---|
| 532 | // This is good for models that should have distinct faces, but bad for models that should appear smooth
|
|---|
| 533 | // Maybe add an option to set all copies of a point to have the same normal and have the direction of
|
|---|
| 534 | // that normal be the weighted average of all the faces it is a part of, where the weight from each face
|
|---|
| 535 | // is its surface area.
|
|---|
| 536 |
|
|---|
| 537 | // TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
|
|---|
| 538 | // feasible to automatically enable/disable indexed drawing based on which approach is used
|
|---|
| 539 | template<class VertexType>
|
|---|
| 540 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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|---|
| 541 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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|---|
| 542 | vec3 p1 = vertices[i].pos;
|
|---|
| 543 | vec3 p2 = vertices[i + 1].pos;
|
|---|
| 544 | vec3 p3 = vertices[i + 2].pos;
|
|---|
| 545 |
|
|---|
| 546 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
|---|
| 547 |
|
|---|
| 548 | // Add the same normal for all 3 vertices
|
|---|
| 549 | vertices[i].normal = normal;
|
|---|
| 550 | vertices[i + 1].normal = normal;
|
|---|
| 551 | vertices[i + 2].normal = normal;
|
|---|
| 552 | }
|
|---|
| 553 |
|
|---|
| 554 | return vertices;
|
|---|
| 555 | }
|
|---|
| 556 |
|
|---|
| 557 | template<class VertexType>
|
|---|
| 558 | void VulkanGame::centerObject(SceneObject<VertexType>& object) {
|
|---|
| 559 | vector<VertexType>& vertices = object.vertices;
|
|---|
| 560 |
|
|---|
| 561 | float min_x = vertices[0].pos.x;
|
|---|
| 562 | float max_x = vertices[0].pos.x;
|
|---|
| 563 | float min_y = vertices[0].pos.y;
|
|---|
| 564 | float max_y = vertices[0].pos.y;
|
|---|
| 565 | float min_z = vertices[0].pos.z;
|
|---|
| 566 | float max_z = vertices[0].pos.z;
|
|---|
| 567 |
|
|---|
| 568 | // start from the second point
|
|---|
| 569 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
|---|
| 570 | vec3& pos = vertices[i].pos;
|
|---|
| 571 |
|
|---|
| 572 | if (min_x > pos.x) {
|
|---|
| 573 | min_x = pos.x;
|
|---|
| 574 | } else if (max_x < pos.x) {
|
|---|
| 575 | max_x = pos.x;
|
|---|
| 576 | }
|
|---|
| 577 |
|
|---|
| 578 | if (min_y > pos.y) {
|
|---|
| 579 | min_y = pos.y;
|
|---|
| 580 | } else if (max_y < pos.y) {
|
|---|
| 581 | max_y = pos.y;
|
|---|
| 582 | }
|
|---|
| 583 |
|
|---|
| 584 | if (min_z > pos.z) {
|
|---|
| 585 | min_z = pos.z;
|
|---|
| 586 | } else if (max_z < pos.z) {
|
|---|
| 587 | max_z = pos.z;
|
|---|
| 588 | }
|
|---|
| 589 | }
|
|---|
| 590 |
|
|---|
| 591 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
|---|
| 592 |
|
|---|
| 593 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
|---|
| 594 | vertices[i].pos -= center;
|
|---|
| 595 | }
|
|---|
| 596 |
|
|---|
| 597 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
|---|
| 598 | object.radius = std::max(object.radius, max_z - center.z);
|
|---|
| 599 |
|
|---|
| 600 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
|---|
| 601 | }
|
|---|
| 602 |
|
|---|
| 603 | template<class VertexType>
|
|---|
| 604 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
|
|---|
| 605 | size_t index) {
|
|---|
| 606 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
|
|---|
| 607 | }
|
|---|
| 608 |
|
|---|
| 609 | #endif // _VULKAN_GAME_H
|
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