source: opengl-game/vulkan-game.hpp@ 52a02e6

feature/imgui-sdl
Last change on this file since 52a02e6 was 52a02e6, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Add a primitive topology parameter to the GraphicsPipeline_Vulkan constructor

  • Property mode set to 100644
File size: 17.0 KB
RevLine 
[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[0807aeb]4#include <chrono>
5
[60578ce]6#define GLM_FORCE_RADIANS
7#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]8#define GLM_FORCE_RIGHT_HANDED
[60578ce]9
[771b33a]10#include <glm/glm.hpp>
[15104a8]11#include <glm/gtc/matrix_transform.hpp>
[771b33a]12
[0df3c9a]13#include "game-gui-sdl.hpp"
[7d2b0b9]14#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]15
[b794178]16#include "vulkan-utils.hpp"
17
[15104a8]18using namespace glm;
[0807aeb]19using namespace std::chrono;
[15104a8]20
[2e77b3f]21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
[5a1ace0]27struct OverlayVertex {
[15104a8]28 vec3 pos;
29 vec2 texCoord;
[771b33a]30};
31
[5a1ace0]32struct ModelVertex {
[15104a8]33 vec3 pos;
[5a1ace0]34 vec3 color;
[15104a8]35 vec2 texCoord;
[5a1ace0]36 unsigned int objIndex;
[15104a8]37};
38
[3782d66]39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
[06d959f]42 vec3 normal;
[cf727ca]43 unsigned int objIndex;
[3782d66]44};
45
[3e8cc8b]46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
[237cbec]53struct LaserVertex {
54 vec3 pos;
55 vec2 texCoord;
56 unsigned int objIndex;
57};
58
[2d87297]59struct SSBO_ModelObject {
[055750a]60 alignas(16) mat4 model;
61};
62
[2d87297]63struct SSBO_Asteroid {
[3e8cc8b]64 alignas(16) mat4 model;
65 alignas(4) float hp;
[4ece3bf]66 alignas(4) unsigned int deleted;
[3e8cc8b]67};
68
[237cbec]69struct SSBO_Laser {
70 alignas(16) mat4 model;
71 alignas(4) vec3 color;
72 alignas(4) unsigned int deleted;
73};
74
[52a02e6]75struct UBO_VP_mats {
76 alignas(16) mat4 view;
77 alignas(16) mat4 proj;
78};
79
[4994692]80// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
81// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
82// TODO: Maybe create a typedef for each of the templated SceneObject types
83template<class VertexType, class SSBOType>
84struct SceneObject {
85 vector<VertexType> vertices;
86 vector<uint16_t> indices;
87 SSBOType ssbo;
88
89 mat4 model_base;
90 mat4 model_transform;
91
[5ba732a]92 bool modified;
93
[4994692]94 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
95 // parent class
96 vec3 center; // currently only matters for asteroids
97 float radius; // currently only matters for asteroids
[3950236]98 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]99};
100
101// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]102// Could probably use the same approach to make indices optional
[4994692]103// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
104// them mamdatory
[2da64ef]105
[6104594]106// TODO: Make a singleton timer class instead
107static float curTime;
108
[7297892]109
110// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
111
112struct BaseEffectOverTime {
113 bool deleted;
114
115 virtual void applyEffect() = 0;
116
117 BaseEffectOverTime() :
118 deleted(false) {
119 }
120
121 virtual ~BaseEffectOverTime() {
122 }
123};
124
125template<class VertexType, class SSBOType>
126struct EffectOverTime : public BaseEffectOverTime {
127 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
128 vector<SceneObject<VertexType, SSBOType>>& objects;
129 unsigned int objectIndex;
130 size_t effectedFieldOffset;
131 float startValue;
132 float startTime;
133 float changePerSecond;
134
135 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
136 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
137 size_t effectedFieldOffset, float changePerSecond) :
138 pipeline(pipeline),
139 objects(objects),
140 objectIndex(objectIndex),
141 effectedFieldOffset(effectedFieldOffset),
142 startTime(curTime),
143 changePerSecond(changePerSecond) {
144 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
145
146 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
147 ssboOffset + effectedFieldOffset;
148
149 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
150 }
151
152 void applyEffect() {
153 if (objects[objectIndex].ssbo.deleted) {
154 this->deleted = true;
155 return;
156 }
157
158 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
159
160 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
161 ssboOffset + effectedFieldOffset;
162
163 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
164
165 objects[objectIndex].modified = true;
166 }
167};
168
[99d44b2]169class VulkanGame {
[e8ebc76]170 public:
[34bdf3a]171 VulkanGame(int maxFramesInFlight);
[99d44b2]172 ~VulkanGame();
[0df3c9a]173
[b6e60b4]174 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]175
176 private:
[52a02e6]177 // TODO: Make these consts static
178
[34bdf3a]179 const int MAX_FRAMES_IN_FLIGHT;
180
[5ab1b20]181 const float NEAR_CLIP = 0.1f;
182 const float FAR_CLIP = 100.0f;
[60578ce]183 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]184
[15104a8]185 vec3 cam_pos;
186
[0df3c9a]187 GameGui* gui;
[c559904]188
189 SDL_version sdlVersion;
[b794178]190 SDL_Window* window = nullptr;
191 SDL_Renderer* renderer = nullptr;
192
193 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]194
195 VkInstance instance;
196 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]197 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]198 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]199 VkDevice device;
200
201 VkQueue graphicsQueue;
202 VkQueue presentQueue;
[0df3c9a]203
[502bd0b]204 VkSwapchainKHR swapChain;
205 vector<VkImage> swapChainImages;
206 VkFormat swapChainImageFormat;
[603b5bc]207 VkExtent2D swapChainExtent;
[f94eea9]208 vector<VkImageView> swapChainImageViews;
[603b5bc]209 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]210
[6fc24c7]211 VkRenderPass renderPass;
[fa9fa1c]212 VkCommandPool commandPool;
[603b5bc]213 vector<VkCommandBuffer> commandBuffers;
[502bd0b]214
[603b5bc]215 VulkanImage depthImage;
[b794178]216
217 VkSampler textureSampler;
218
[0fe8433]219 VulkanImage sdlOverlayImage;
220 VkDescriptorImageInfo sdlOverlayImageDescriptor;
221
[4994692]222 VulkanImage floorTextureImage;
223 VkDescriptorImageInfo floorTextureImageDescriptor;
224
[237cbec]225 VulkanImage laserTextureImage;
226 VkDescriptorImageInfo laserTextureImageDescriptor;
227
[0fe8433]228 TTF_Font* font;
229 SDL_Texture* fontSDLTexture;
230
231 SDL_Texture* imageSDLTexture;
232
233 vector<VkSemaphore> imageAvailableSemaphores;
234 vector<VkSemaphore> renderFinishedSemaphores;
235 vector<VkFence> inFlightFences;
236
237 size_t currentFrame;
238
239 bool framebufferResized;
240
[22217d4]241 mat4 viewMat, projMat;
242
[2d87297]243 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
244 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
[0fe8433]245
[860a0da]246 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
247 // per pipeline.
248 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
249 // the objects vector, the ubo, and the ssbo
250
[2ba5617]251 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
252 // if there is a need to add other uniform variables to one or more of the shaders
253
[2d87297]254 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
255 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]256
[d25381b]257 vector<VkBuffer> uniformBuffers_modelPipeline;
258 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
259 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]260
[0fe8433]261 UBO_VP_mats object_VP_mats;
262
[2d87297]263 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
264 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]265
[3782d66]266 vector<VkBuffer> uniformBuffers_shipPipeline;
267 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
268 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
269
[0fe8433]270 UBO_VP_mats ship_VP_mats;
[0e09340]271
[2d87297]272 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
273 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]274
275 vector<VkBuffer> uniformBuffers_asteroidPipeline;
276 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
277 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
278
279 UBO_VP_mats asteroid_VP_mats;
280
[237cbec]281 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
282 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
283
284 vector<VkBuffer> uniformBuffers_laserPipeline;
285 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
286 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
287
288 UBO_VP_mats laser_VP_mats;
289
[7297892]290 vector<BaseEffectOverTime*> effects;
291
[0807aeb]292 time_point<steady_clock> startTime;
[6104594]293 float prevTime, elapsedTime;
[0807aeb]294
295 float shipSpeed = 0.5f;
296 float asteroidSpeed = 2.0f;
297
298 float spawnRate_asteroid = 0.5;
299 float lastSpawn_asteroid;
[4ece3bf]300
[1f81ecc]301 unsigned int leftLaserIdx = -1;
[7297892]302 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]303
304 unsigned int rightLaserIdx = -1;
[7297892]305 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]306
[b6e60b4]307 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]308 void initVulkan();
[f97c5e7]309 void initGraphicsPipelines();
[15104a8]310 void initMatrices();
[0df3c9a]311 void mainLoop();
[8e02b6b]312 void updateScene(uint32_t currentImage);
[a0c5f28]313 void renderUI();
314 void renderScene();
[0df3c9a]315 void cleanup();
[c1d9b2a]316
317 void createVulkanInstance(const vector<const char*> &validationLayers);
318 void setupDebugMessenger();
319 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]320 void createVulkanSurface();
[fe5c3ba]321 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]322 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]323 void createLogicalDevice(
324 const vector<const char*> validationLayers,
325 const vector<const char*>& deviceExtensions);
[502bd0b]326 void createSwapChain();
[f94eea9]327 void createImageViews();
[6fc24c7]328 void createRenderPass();
329 VkFormat findDepthFormat();
[fa9fa1c]330 void createCommandPool();
[603b5bc]331 void createImageResources();
332
[b794178]333 void createTextureSampler();
[603b5bc]334 void createFramebuffers();
335 void createCommandBuffers();
[34bdf3a]336 void createSyncObjects();
[f94eea9]337
[4994692]338 // TODO: Since addObject() returns a reference to the new object now,
339 // stop using objects.back() to access the object that was just created
[2d87297]340 template<class VertexType, class SSBOType>
[4994692]341 SceneObject<VertexType, SSBOType>& addObject(
342 vector<SceneObject<VertexType, SSBOType>>& objects,
343 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
344 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
345 bool pipelinesCreated);
[0fe8433]346
[2da64ef]347 template<class VertexType, class SSBOType>
348 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]349 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]350
[1f81ecc]351 template<class VertexType, class SSBOType>
352 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
353 SceneObject<VertexType, SSBOType>& obj, size_t index);
354
[06d959f]355 template<class VertexType>
356 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
357
[cf727ca]358 template<class VertexType>
359 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
360
[3b84bb6]361 template<class VertexType, class SSBOType>
362 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]363
[52a02e6]364 void addLaser(vec3 start, vec3 end, vec3 color, float width);
365 void translateLaser(size_t index, const vec3& translation);
366 void updateLaserTarget(size_t index);
367 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
368 vec3& start, vec3& end, vec3& intersection);
369
[055750a]370 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]371 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
372 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]373
[d2d9286]374 void recreateSwapChain();
375
[c1c2021]376 void cleanupSwapChain();
[c1d9b2a]377
378 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
379 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
380 VkDebugUtilsMessageTypeFlagsEXT messageType,
381 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
382 void* pUserData);
[e8ebc76]383};
384
[3b84bb6]385// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
386// and to change the model matrix later by setting model_transform and then calling updateObject()
387// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]388
389// TODO: Maybe return a reference to the object from this method if I decide that updating it
390// immediately after creation is a good idea (such as setting model_base)
391// Currently, model_base is set like this in a few places and the radius is set for asteroids
392// to account for scaling
[2d87297]393template<class VertexType, class SSBOType>
[4994692]394SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
395 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]396 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]397 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
398 bool pipelinesCreated) {
[2ba5617]399 // TODO: Use the model field of ssbo to set the object's model_base
400 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]401 size_t numVertices = pipeline.getNumVertices();
402
403 for (uint16_t& idx : indices) {
404 idx += numVertices;
405 }
406
[5ba732a]407 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]408
[2ba5617]409 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]410
411 if (!is_same_v<VertexType, LaserVertex>) {
412 centerObject(obj);
413 }
[2ba5617]414
[4994692]415 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
416 this->commandPool, this->graphicsQueue);
[0fe8433]417
[3b84bb6]418 if (pipelinesCreated) {
[44f23af]419 vkDeviceWaitIdle(device);
420 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
421
422 // TODO: The pipeline recreation only has to be done once per frame where at least
423 // one SSBO is resized.
424 // Refactor the logic to check for any resized SSBOs after all objects for the frame
425 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]426 if (storageBufferResized) {
[44f23af]427 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
428 pipeline.createDescriptorPool(swapChainImages);
429 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]430 }
431
432 createCommandBuffers();
433 }
[4994692]434
435 return obj;
[0fe8433]436}
437
[0807aeb]438// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]439template<class VertexType, class SSBOType>
440void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
441 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
442 SceneObject<VertexType, SSBOType>& obj = objects[index];
443
444 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]445 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]446
447 pipeline.updateObject(index, obj.ssbo);
[5ba732a]448
449 obj.modified = false;
[2da64ef]450}
451
[1f81ecc]452template<class VertexType, class SSBOType>
453void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
454 SceneObject<VertexType, SSBOType>& obj, size_t index) {
455 pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
456}
457
[06d959f]458template<class VertexType>
459vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
460 for (unsigned int i = 0; i < vertices.size(); i += 3) {
461 vec3 p1 = vertices[i].pos;
462 vec3 p2 = vertices[i+1].pos;
463 vec3 p3 = vertices[i+2].pos;
464
[a79be34]465 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]466
467 // Add the same normal for all 3 vertices
468 vertices[i].normal = normal;
469 vertices[i+1].normal = normal;
470 vertices[i+2].normal = normal;
471 }
472
473 return vertices;
474}
475
[cf727ca]476template<class VertexType>
477vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
478 for (VertexType& vertex : vertices) {
479 vertex.objIndex = objIndex;
480 }
481
482 return vertices;
483}
484
[3b84bb6]485template<class VertexType, class SSBOType>
486void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
487 vector<VertexType>& vertices = object.vertices;
488
[a79be34]489 float min_x = vertices[0].pos.x;
490 float max_x = vertices[0].pos.x;
491 float min_y = vertices[0].pos.y;
492 float max_y = vertices[0].pos.y;
493 float min_z = vertices[0].pos.z;
494 float max_z = vertices[0].pos.z;
495
496 // start from the second point
497 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]498 vec3& pos = vertices[i].pos;
499
500 if (min_x > pos.x) {
501 min_x = pos.x;
502 } else if (max_x < pos.x) {
503 max_x = pos.x;
[a79be34]504 }
505
[3b84bb6]506 if (min_y > pos.y) {
507 min_y = pos.y;
508 } else if (max_y < pos.y) {
509 max_y = pos.y;
[a79be34]510 }
511
[3b84bb6]512 if (min_z > pos.z) {
513 min_z = pos.z;
514 } else if (max_z < pos.z) {
515 max_z = pos.z;
[a79be34]516 }
517 }
518
519 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
520
521 for (unsigned int i = 0; i < vertices.size(); i++) {
522 vertices[i].pos -= center;
523 }
524
[2ba5617]525 object.radius = std::max(max_x - center.x, max_y - center.y);
526 object.radius = std::max(object.radius, max_z - center.z);
527
[3b84bb6]528 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]529}
530
[3b84bb6]531#endif // _VULKAN_GAME_H
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