source: opengl-game/vulkan-game.hpp@ 860a0da

feature/imgui-sdl points-test
Last change on this file since 860a0da was 860a0da, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In VulkanGame, move fields related to the ssbo, as well as code to create thee ssbo, destroy it, and create a descriptor for it, into GraphicsPipeline_Vulkan

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File size: 9.8 KB
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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
[5a1ace0]24struct OverlayVertex {
[15104a8]25 vec3 pos;
26 vec2 texCoord;
[771b33a]27};
28
[5a1ace0]29struct ModelVertex {
[15104a8]30 vec3 pos;
[5a1ace0]31 vec3 color;
[15104a8]32 vec2 texCoord;
[5a1ace0]33 unsigned int objIndex;
[15104a8]34};
35
[3782d66]36struct ShipVertex {
37 vec3 pos;
38 vec3 color;
[06d959f]39 vec3 normal;
[cf727ca]40 unsigned int objIndex;
[3782d66]41};
42
[3e8cc8b]43struct AsteroidVertex {
44 vec3 pos;
45 vec3 color;
46 vec3 normal;
47 unsigned int objIndex;
48};
49
[0fe8433]50// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
51// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
[2d87297]52template<class VertexType, class SSBOType>
[0fe8433]53struct SceneObject {
54 vector<VertexType> vertices;
55 vector<uint16_t> indices;
[2d87297]56 SSBOType ssbo;
[0fe8433]57
58 mat4 model_base;
59 mat4 model_transform;
60};
61
[055750a]62struct UBO_VP_mats {
[15104a8]63 alignas(16) mat4 view;
64 alignas(16) mat4 proj;
[771b33a]65};
66
[2d87297]67struct SSBO_ModelObject {
[055750a]68 alignas(16) mat4 model;
69};
70
[2d87297]71struct SSBO_Asteroid {
[3e8cc8b]72 alignas(16) mat4 model;
73 alignas(4) float hp;
[4ece3bf]74 alignas(4) unsigned int deleted;
[3e8cc8b]75};
76
[99d44b2]77class VulkanGame {
[e8ebc76]78 public:
[34bdf3a]79 VulkanGame(int maxFramesInFlight);
[99d44b2]80 ~VulkanGame();
[0df3c9a]81
[b6e60b4]82 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]83
84 private:
[34bdf3a]85 const int MAX_FRAMES_IN_FLIGHT;
86
[5ab1b20]87 const float NEAR_CLIP = 0.1f;
88 const float FAR_CLIP = 100.0f;
[60578ce]89 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]90
[15104a8]91 vec3 cam_pos;
92
[0df3c9a]93 GameGui* gui;
[c559904]94
95 SDL_version sdlVersion;
[b794178]96 SDL_Window* window = nullptr;
97 SDL_Renderer* renderer = nullptr;
98
99 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]100
101 VkInstance instance;
102 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]103 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]104 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]105 VkDevice device;
106
107 VkQueue graphicsQueue;
108 VkQueue presentQueue;
[0df3c9a]109
[502bd0b]110 VkSwapchainKHR swapChain;
111 vector<VkImage> swapChainImages;
112 VkFormat swapChainImageFormat;
[603b5bc]113 VkExtent2D swapChainExtent;
[f94eea9]114 vector<VkImageView> swapChainImageViews;
[603b5bc]115 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]116
[6fc24c7]117 VkRenderPass renderPass;
[fa9fa1c]118 VkCommandPool commandPool;
[603b5bc]119 vector<VkCommandBuffer> commandBuffers;
[502bd0b]120
[603b5bc]121 VulkanImage depthImage;
[b794178]122
123 VkSampler textureSampler;
124
[0fe8433]125 VulkanImage floorTextureImage;
126 VkDescriptorImageInfo floorTextureImageDescriptor;
127
128 VulkanImage sdlOverlayImage;
129 VkDescriptorImageInfo sdlOverlayImageDescriptor;
130
131 TTF_Font* font;
132 SDL_Texture* fontSDLTexture;
133
134 SDL_Texture* imageSDLTexture;
135
136 vector<VkSemaphore> imageAvailableSemaphores;
137 vector<VkSemaphore> renderFinishedSemaphores;
138 vector<VkFence> inFlightFences;
139
140 size_t currentFrame;
141
142 bool framebufferResized;
143
[2d87297]144 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
145 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
[0fe8433]146
[860a0da]147 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
148 // per pipeline.
149 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
150 // the objects vector, the ubo, and the ssbo
151
[2d87297]152 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
153 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]154
[d25381b]155 vector<VkBuffer> uniformBuffers_modelPipeline;
156 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
157 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]158
[0fe8433]159 UBO_VP_mats object_VP_mats;
[2d87297]160 SSBO_ModelObject so_Object;
[0fe8433]161
[2d87297]162 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
163 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]164
[3782d66]165 vector<VkBuffer> uniformBuffers_shipPipeline;
166 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
167 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
168
[0fe8433]169 UBO_VP_mats ship_VP_mats;
[2d87297]170 SSBO_ModelObject so_Ship;
[0e09340]171
[2d87297]172 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
173 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]174
175 vector<VkBuffer> uniformBuffers_asteroidPipeline;
176 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
177 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
178
179 UBO_VP_mats asteroid_VP_mats;
[2d87297]180 SSBO_Asteroid so_Asteroid;
[3e8cc8b]181
[4ece3bf]182 Uint64 curTime, prevTime;
183 double elapsedTime;
184
[b6e60b4]185 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]186 void initVulkan();
[f97c5e7]187 void initGraphicsPipelines();
[15104a8]188 void initMatrices();
[0df3c9a]189 void mainLoop();
[8e02b6b]190 void updateScene(uint32_t currentImage);
[a0c5f28]191 void renderUI();
192 void renderScene();
[0df3c9a]193 void cleanup();
[c1d9b2a]194
195 void createVulkanInstance(const vector<const char*> &validationLayers);
196 void setupDebugMessenger();
197 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]198 void createVulkanSurface();
[fe5c3ba]199 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]200 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]201 void createLogicalDevice(
202 const vector<const char*> validationLayers,
203 const vector<const char*>& deviceExtensions);
[502bd0b]204 void createSwapChain();
[f94eea9]205 void createImageViews();
[6fc24c7]206 void createRenderPass();
207 VkFormat findDepthFormat();
[fa9fa1c]208 void createCommandPool();
[603b5bc]209 void createImageResources();
210
[b794178]211 void createTextureSampler();
[603b5bc]212 void createFramebuffers();
213 void createCommandBuffers();
[34bdf3a]214 void createSyncObjects();
[f94eea9]215
[2d87297]216 template<class VertexType, class SSBOType>
217 void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
218 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
219 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo);
[0fe8433]220
[06d959f]221 template<class VertexType>
222 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
223
[cf727ca]224 template<class VertexType>
225 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
226
[a79be34]227 template<class VertexType>
228 vector<VertexType> centerObject(vector<VertexType> vertices);
229
[2d87297]230 template<class VertexType, class SSBOType>
231 void transformObject(SceneObject<VertexType, SSBOType>& obj, mat4 mat);
[cd1cb0f]232
[055750a]233 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
234 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]235
[d2d9286]236 void recreateSwapChain();
237
[c1c2021]238 void cleanupSwapChain();
[c1d9b2a]239
240 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
241 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
242 VkDebugUtilsMessageTypeFlagsEXT messageType,
243 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
244 void* pUserData);
[e8ebc76]245};
246
[2d87297]247template<class VertexType, class SSBOType>
248void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
249 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
250 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo) {
[0fe8433]251 size_t numVertices = pipeline.getNumVertices();
252
253 for (uint16_t& idx : indices) {
254 idx += numVertices;
255 }
256
[2d87297]257 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
[0fe8433]258
259 pipeline.addVertices(vertices, indices, commandPool, graphicsQueue);
260}
261
[06d959f]262template<class VertexType>
263vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
264 for (unsigned int i = 0; i < vertices.size(); i += 3) {
265 vec3 p1 = vertices[i].pos;
266 vec3 p2 = vertices[i+1].pos;
267 vec3 p3 = vertices[i+2].pos;
268
[a79be34]269 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]270
271 // Add the same normal for all 3 vertices
272 vertices[i].normal = normal;
273 vertices[i+1].normal = normal;
274 vertices[i+2].normal = normal;
275 }
276
277 return vertices;
278}
279
[cf727ca]280template<class VertexType>
281vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
282 for (VertexType& vertex : vertices) {
283 vertex.objIndex = objIndex;
284 }
285
286 return vertices;
287}
288
[a79be34]289template<class VertexType>
290vector<VertexType> VulkanGame::centerObject(vector<VertexType> vertices) {
291 float min_x = vertices[0].pos.x;
292 float max_x = vertices[0].pos.x;
293 float min_y = vertices[0].pos.y;
294 float max_y = vertices[0].pos.y;
295 float min_z = vertices[0].pos.z;
296 float max_z = vertices[0].pos.z;
297
298 // start from the second point
299 for (unsigned int i = 1; i < vertices.size(); i++) {
300 if (min_x > vertices[i].pos.x) {
301 min_x = vertices[i].pos.x;
302 } else if (max_x < vertices[i].pos.x) {
303 max_x = vertices[i].pos.x;
304 }
305
306 if (min_y > vertices[i].pos.y) {
307 min_y = vertices[i].pos.y;
308 } else if (max_y < vertices[i].pos.y) {
309 max_y = vertices[i].pos.y;
310 }
311
312 if (min_z > vertices[i].pos.z) {
313 min_z = vertices[i].pos.z;
314 } else if (max_z < vertices[i].pos.z) {
315 max_z = vertices[i].pos.z;
316 }
317 }
318
319 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
320
321 for (unsigned int i = 0; i < vertices.size(); i++) {
322 vertices[i].pos -= center;
323 }
324
325 return vertices;
326}
327
[2d87297]328template<class VertexType, class SSBOType>
329void VulkanGame::transformObject(SceneObject<VertexType, SSBOType>& obj, mat4 mat) {
[cd1cb0f]330 obj.model_transform = mat * obj.model_transform;
331}
332
[99d44b2]333#endif // _VULKAN_GAME_H
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