source: opengl-game/vulkan-game.hpp@ 4ece3bf

feature/imgui-sdl points-test
Last change on this file since 4ece3bf was 4ece3bf, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In VulkanGame, add the ability to delete asteroids and move them at a constant speed

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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[60578ce]4#define GLM_FORCE_RADIANS
5#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]6#define GLM_FORCE_RIGHT_HANDED
[60578ce]7
[771b33a]8#include <glm/glm.hpp>
[15104a8]9#include <glm/gtc/matrix_transform.hpp>
[771b33a]10
[0df3c9a]11#include "game-gui-sdl.hpp"
[7d2b0b9]12#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]13
[b794178]14#include "vulkan-utils.hpp"
15
[15104a8]16using namespace glm;
17
[2e77b3f]18#ifdef NDEBUG
19 const bool ENABLE_VALIDATION_LAYERS = false;
20#else
21 const bool ENABLE_VALIDATION_LAYERS = true;
22#endif
23
[b8777b7]24struct ModelVertex {
[15104a8]25 vec3 pos;
26 vec3 color;
27 vec2 texCoord;
[771b33a]28};
29
30struct OverlayVertex {
[15104a8]31 vec3 pos;
32 vec2 texCoord;
33};
34
[3782d66]35struct ShipVertex {
36 vec3 pos;
37 vec3 color;
[06d959f]38 vec3 normal;
[cf727ca]39 unsigned int objIndex;
[3782d66]40};
41
[3e8cc8b]42struct AsteroidVertex {
43 vec3 pos;
44 vec3 color;
45 vec3 normal;
46 unsigned int objIndex;
47};
48
[0fe8433]49// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
50// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
51template<class VertexType>
52struct SceneObject {
53 vector<VertexType> vertices;
54 vector<uint16_t> indices;
55
56 mat4 model_base;
57 mat4 model_transform;
58};
59
[055750a]60struct UBO_VP_mats {
[15104a8]61 alignas(16) mat4 view;
62 alignas(16) mat4 proj;
[771b33a]63};
64
[055750a]65struct SBO_SceneObject {
66 alignas(16) mat4 model;
67};
68
[3e8cc8b]69struct SBO_Asteroid {
70 alignas(16) mat4 model;
71 alignas(4) float hp;
[4ece3bf]72 alignas(4) unsigned int deleted;
[3e8cc8b]73};
74
[99d44b2]75class VulkanGame {
[e8ebc76]76 public:
[34bdf3a]77 VulkanGame(int maxFramesInFlight);
[99d44b2]78 ~VulkanGame();
[0df3c9a]79
[b6e60b4]80 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]81
82 private:
[34bdf3a]83 const int MAX_FRAMES_IN_FLIGHT;
84
[5ab1b20]85 const float NEAR_CLIP = 0.1f;
86 const float FAR_CLIP = 100.0f;
[60578ce]87 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]88
[15104a8]89 vec3 cam_pos;
90
[0df3c9a]91 GameGui* gui;
[c559904]92
93 SDL_version sdlVersion;
[b794178]94 SDL_Window* window = nullptr;
95 SDL_Renderer* renderer = nullptr;
96
97 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]98
99 VkInstance instance;
100 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]101 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]102 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]103 VkDevice device;
104
105 VkQueue graphicsQueue;
106 VkQueue presentQueue;
[0df3c9a]107
[502bd0b]108 VkSwapchainKHR swapChain;
109 vector<VkImage> swapChainImages;
110 VkFormat swapChainImageFormat;
[603b5bc]111 VkExtent2D swapChainExtent;
[f94eea9]112 vector<VkImageView> swapChainImageViews;
[603b5bc]113 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]114
[6fc24c7]115 VkRenderPass renderPass;
[fa9fa1c]116 VkCommandPool commandPool;
[603b5bc]117 vector<VkCommandBuffer> commandBuffers;
[502bd0b]118
[603b5bc]119 VulkanImage depthImage;
[b794178]120
121 VkSampler textureSampler;
122
[0fe8433]123 VulkanImage floorTextureImage;
124 VkDescriptorImageInfo floorTextureImageDescriptor;
125
126 VulkanImage sdlOverlayImage;
127 VkDescriptorImageInfo sdlOverlayImageDescriptor;
128
129 TTF_Font* font;
130 SDL_Texture* fontSDLTexture;
131
132 SDL_Texture* imageSDLTexture;
133
134 vector<VkSemaphore> imageAvailableSemaphores;
135 vector<VkSemaphore> renderFinishedSemaphores;
136 vector<VkFence> inFlightFences;
137
138 size_t currentFrame;
139
140 bool framebufferResized;
141
[055750a]142 // TODO: I should probably rename the uniformBuffer* and storageBuffer*
143 // variables to better reflect the data they hold
144
[3e8cc8b]145 // TODO: Create a struct that holds the buffers, memory, and info objects (Probably in VulkanUtils)
146
[0fe8433]147 GraphicsPipeline_Vulkan<OverlayVertex> overlayPipeline;
148
149 vector<SceneObject<OverlayVertex>> overlayObjects;
150
151 // TODO: Rename all the variables related to modelPipeline to use the same pipelie name
152
153 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
154
155 vector<SceneObject<ModelVertex>> modelObjects;
156
[055750a]157 vector<VkBuffer> uniformBuffers_scenePipeline;
158 vector<VkDeviceMemory> uniformBuffersMemory_scenePipeline;
159 vector<VkDescriptorBufferInfo> uniformBufferInfoList_scenePipeline;
[b794178]160
[055750a]161 vector<VkBuffer> storageBuffers_scenePipeline;
162 vector<VkDeviceMemory> storageBuffersMemory_scenePipeline;
163 vector<VkDescriptorBufferInfo> storageBufferInfoList_scenePipeline;
[f97c5e7]164
[0fe8433]165 UBO_VP_mats object_VP_mats;
166 SBO_SceneObject so_Object;
167
168 GraphicsPipeline_Vulkan<ShipVertex> shipPipeline;
169
170 vector<SceneObject<ShipVertex>> shipObjects;
171
[3782d66]172 vector<VkBuffer> uniformBuffers_shipPipeline;
173 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
174 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
175
[055750a]176 vector<VkBuffer> storageBuffers_shipPipeline;
177 vector<VkDeviceMemory> storageBuffersMemory_shipPipeline;
178 vector<VkDescriptorBufferInfo> storageBufferInfoList_shipPipeline;
179
[0fe8433]180 UBO_VP_mats ship_VP_mats;
181 SBO_SceneObject so_Ship;
[0e09340]182
[3e8cc8b]183 GraphicsPipeline_Vulkan<AsteroidVertex> asteroidPipeline;
184
185 vector<SceneObject<AsteroidVertex>> asteroidObjects;
186
187 vector<VkBuffer> uniformBuffers_asteroidPipeline;
188 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
189 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
190
191 vector<VkBuffer> storageBuffers_asteroidPipeline;
192 vector<VkDeviceMemory> storageBuffersMemory_asteroidPipeline;
193 vector<VkDescriptorBufferInfo> storageBufferInfoList_asteroidPipeline;
194
195 UBO_VP_mats asteroid_VP_mats;
196 SBO_Asteroid so_Asteroid;
197
[4ece3bf]198 Uint64 curTime, prevTime;
199 double elapsedTime;
200
[b6e60b4]201 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]202 void initVulkan();
[f97c5e7]203 void initGraphicsPipelines();
[15104a8]204 void initMatrices();
[0df3c9a]205 void mainLoop();
[8e02b6b]206 void updateScene(uint32_t currentImage);
[a0c5f28]207 void renderUI();
208 void renderScene();
[0df3c9a]209 void cleanup();
[c1d9b2a]210
211 void createVulkanInstance(const vector<const char*> &validationLayers);
212 void setupDebugMessenger();
213 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]214 void createVulkanSurface();
[fe5c3ba]215 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]216 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]217 void createLogicalDevice(
218 const vector<const char*> validationLayers,
219 const vector<const char*>& deviceExtensions);
[502bd0b]220 void createSwapChain();
[f94eea9]221 void createImageViews();
[6fc24c7]222 void createRenderPass();
223 VkFormat findDepthFormat();
[fa9fa1c]224 void createCommandPool();
[603b5bc]225 void createImageResources();
226
[b794178]227 void createTextureSampler();
[603b5bc]228 void createFramebuffers();
229 void createCommandBuffers();
[34bdf3a]230 void createSyncObjects();
[f94eea9]231
[0fe8433]232 template<class VertexType>
233 void addObject(vector<SceneObject<VertexType>>& objects, GraphicsPipeline_Vulkan<VertexType>& pipeline,
234 const vector<VertexType>& vertices, vector<uint16_t> indices);
235
[06d959f]236 template<class VertexType>
237 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
238
[cf727ca]239 template<class VertexType>
240 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
241
[a79be34]242 template<class VertexType>
243 vector<VertexType> centerObject(vector<VertexType> vertices);
244
[cd1cb0f]245 template<class VertexType>
246 void transformObject(SceneObject<VertexType>& obj, mat4 mat);
247
[055750a]248 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
249 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]250
[d2d9286]251 void recreateSwapChain();
252
[c1c2021]253 void cleanupSwapChain();
[c1d9b2a]254
255 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
256 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
257 VkDebugUtilsMessageTypeFlagsEXT messageType,
258 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
259 void* pUserData);
[e8ebc76]260};
261
[0fe8433]262template<class VertexType>
263void VulkanGame::addObject(vector<SceneObject<VertexType>>& objects, GraphicsPipeline_Vulkan<VertexType>& pipeline,
264 const vector<VertexType>& vertices, vector<uint16_t> indices) {
265 size_t numVertices = pipeline.getNumVertices();
266
267 for (uint16_t& idx : indices) {
268 idx += numVertices;
269 }
270
271 objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
272
273 pipeline.addVertices(vertices, indices, commandPool, graphicsQueue);
274}
275
[06d959f]276template<class VertexType>
277vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
278 for (unsigned int i = 0; i < vertices.size(); i += 3) {
279 vec3 p1 = vertices[i].pos;
280 vec3 p2 = vertices[i+1].pos;
281 vec3 p3 = vertices[i+2].pos;
282
[a79be34]283 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]284
285 // Add the same normal for all 3 vertices
286 vertices[i].normal = normal;
287 vertices[i+1].normal = normal;
288 vertices[i+2].normal = normal;
289 }
290
291 return vertices;
292}
293
[cf727ca]294template<class VertexType>
295vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
296 for (VertexType& vertex : vertices) {
297 vertex.objIndex = objIndex;
298 }
299
300 return vertices;
301}
302
[a79be34]303template<class VertexType>
304vector<VertexType> VulkanGame::centerObject(vector<VertexType> vertices) {
305 float min_x = vertices[0].pos.x;
306 float max_x = vertices[0].pos.x;
307 float min_y = vertices[0].pos.y;
308 float max_y = vertices[0].pos.y;
309 float min_z = vertices[0].pos.z;
310 float max_z = vertices[0].pos.z;
311
312 // start from the second point
313 for (unsigned int i = 1; i < vertices.size(); i++) {
314 if (min_x > vertices[i].pos.x) {
315 min_x = vertices[i].pos.x;
316 } else if (max_x < vertices[i].pos.x) {
317 max_x = vertices[i].pos.x;
318 }
319
320 if (min_y > vertices[i].pos.y) {
321 min_y = vertices[i].pos.y;
322 } else if (max_y < vertices[i].pos.y) {
323 max_y = vertices[i].pos.y;
324 }
325
326 if (min_z > vertices[i].pos.z) {
327 min_z = vertices[i].pos.z;
328 } else if (max_z < vertices[i].pos.z) {
329 max_z = vertices[i].pos.z;
330 }
331 }
332
333 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
334
335 for (unsigned int i = 0; i < vertices.size(); i++) {
336 vertices[i].pos -= center;
337 }
338
339 return vertices;
340}
341
[cd1cb0f]342template<class VertexType>
343void VulkanGame::transformObject(SceneObject<VertexType>& obj, mat4 mat) {
344 obj.model_transform = mat * obj.model_transform;
345}
346
[99d44b2]347#endif // _VULKAN_GAME_H
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