| 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 |
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| 8 | #define GLM_FORCE_RADIANS
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| 9 | #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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| 10 | #define GLM_FORCE_RIGHT_HANDED
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| 11 |
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| 12 | #include <glm/glm.hpp>
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| 13 | #include <glm/gtc/matrix_transform.hpp>
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| 14 |
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| 15 | #include <vulkan/vulkan.h>
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| 16 |
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| 17 | #include <SDL2/SDL.h>
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| 18 | #include <SDL2/SDL_ttf.h>
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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 "vulkan-utils.hpp"
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| 24 | #include "graphics-pipeline_vulkan.hpp"
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| 25 |
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| 26 | #include "game-gui-sdl.hpp"
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| 27 |
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| 28 | #include "gui/screen.hpp"
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| 29 |
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| 30 | using namespace glm;
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| 31 | using namespace std::chrono;
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| 32 |
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| 33 | #ifdef NDEBUG
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| 34 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 35 | #else
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| 36 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 37 | #endif
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| 38 |
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| 39 | struct OverlayVertex {
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| 40 | vec3 pos;
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| 41 | vec2 texCoord;
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| 42 | };
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| 43 |
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| 44 | struct ModelVertex {
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| 45 | vec3 pos;
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| 46 | vec3 color;
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| 47 | vec2 texCoord;
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| 48 | unsigned int objIndex;
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| 49 | };
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| 50 |
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| 51 | struct ShipVertex {
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| 52 | vec3 pos;
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| 53 | vec3 color;
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| 54 | vec3 normal;
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| 55 | unsigned int objIndex;
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| 56 | };
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| 57 |
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| 58 | struct AsteroidVertex {
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| 59 | vec3 pos;
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| 60 | vec3 color;
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| 61 | vec3 normal;
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| 62 | unsigned int objIndex;
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| 63 | };
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| 64 |
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| 65 | struct LaserVertex {
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| 66 | vec3 pos;
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| 67 | vec2 texCoord;
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| 68 | unsigned int objIndex;
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| 69 | };
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| 70 |
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| 71 | struct ExplosionVertex {
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| 72 | vec3 particleStartVelocity;
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| 73 | float particleStartTime;
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| 74 | unsigned int objIndex;
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| 75 | };
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| 76 |
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| 77 | struct SSBO_ModelObject {
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| 78 | alignas(16) mat4 model;
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| 79 | };
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| 80 |
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| 81 | struct SSBO_Asteroid {
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| 82 | alignas(16) mat4 model;
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| 83 | alignas(4) float hp;
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| 84 | alignas(4) unsigned int deleted;
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| 85 | };
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| 86 |
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| 87 | struct SSBO_Laser {
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| 88 | alignas(16) mat4 model;
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| 89 | alignas(4) vec3 color;
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| 90 | alignas(4) unsigned int deleted;
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| 91 | };
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| 92 |
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| 93 | struct SSBO_Explosion {
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| 94 | alignas(16) mat4 model;
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| 95 | alignas(4) float explosionStartTime;
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| 96 | alignas(4) float explosionDuration;
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| 97 | alignas(4) unsigned int deleted;
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| 98 | };
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| 99 |
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| 100 | struct UBO_VP_mats {
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| 101 | alignas(16) mat4 view;
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| 102 | alignas(16) mat4 proj;
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| 103 | };
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| 104 |
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| 105 | struct UBO_Explosion {
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| 106 | alignas(16) mat4 view;
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| 107 | alignas(16) mat4 proj;
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| 108 | alignas(4) float cur_time;
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| 109 | };
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| 110 |
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| 111 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 112 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 113 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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| 114 | template<class VertexType, class SSBOType>
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| 115 | struct SceneObject {
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| 116 | vector<VertexType> vertices;
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| 117 | vector<uint16_t> indices;
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| 118 | SSBOType ssbo;
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| 119 |
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| 120 | mat4 model_base;
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| 121 | mat4 model_transform;
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| 122 |
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| 123 | bool modified;
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| 124 |
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| 125 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 126 | // parent class
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| 127 | vec3 center; // currently only matters for asteroids
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| 128 | float radius; // currently only matters for asteroids
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| 129 | SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
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| 130 | };
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| 131 |
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| 132 | // TODO: Have to figure out how to include an optional ssbo parameter for each object
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| 133 | // Could probably use the same approach to make indices optional
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| 134 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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| 135 | // them mamdatory
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| 136 |
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| 137 | // TODO: Make a singleton timer class instead
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| 138 | static float curTime;
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| 139 |
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| 140 |
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| 141 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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| 142 |
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| 143 | struct BaseEffectOverTime {
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| 144 | bool deleted;
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| 145 |
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| 146 | virtual void applyEffect() = 0;
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| 147 |
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| 148 | BaseEffectOverTime() :
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| 149 | deleted(false) {
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| 150 | }
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| 151 |
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| 152 | virtual ~BaseEffectOverTime() {
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| 153 | }
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| 154 | };
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| 155 |
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| 156 | template<class VertexType, class SSBOType>
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| 157 | struct EffectOverTime : public BaseEffectOverTime {
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| 158 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
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| 159 | vector<SceneObject<VertexType, SSBOType>>& objects;
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| 160 | unsigned int objectIndex;
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| 161 | size_t effectedFieldOffset;
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| 162 | float startValue;
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| 163 | float startTime;
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| 164 | float changePerSecond;
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| 165 |
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| 166 | EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 167 | vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
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| 168 | size_t effectedFieldOffset, float changePerSecond) :
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| 169 | pipeline(pipeline),
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| 170 | objects(objects),
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| 171 | objectIndex(objectIndex),
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| 172 | effectedFieldOffset(effectedFieldOffset),
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| 173 | startTime(curTime),
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| 174 | changePerSecond(changePerSecond) {
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| 175 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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| 176 |
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| 177 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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| 178 | ssboOffset + effectedFieldOffset;
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| 179 |
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| 180 | startValue = *reinterpret_cast<float*>(effectedFieldPtr);
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| 181 | }
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| 182 |
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| 183 | void applyEffect() {
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| 184 | if (objects[objectIndex].ssbo.deleted) {
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| 185 | this->deleted = true;
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| 186 | return;
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| 187 | }
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| 188 |
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| 189 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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| 190 |
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| 191 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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| 192 | ssboOffset + effectedFieldOffset;
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| 193 |
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| 194 | *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
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| 195 |
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| 196 | objects[objectIndex].modified = true;
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| 197 | }
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| 198 | };
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| 199 |
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| 200 | class VulkanGame {
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| 201 | public:
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| 202 | VulkanGame();
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| 203 | ~VulkanGame();
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| 204 |
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| 205 | void run(int width, int height, unsigned char guiFlags);
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| 206 |
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| 207 | void goToScreen(Screen* screen);
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| 208 | void quitGame();
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| 209 |
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| 210 | map<ScreenType, Screen*> screens;
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| 211 | Screen* currentScreen;
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| 212 |
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| 213 | TTF_Font* lazyFont;
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| 214 | TTF_Font* proggyFont;
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| 215 |
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| 216 | int score;
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| 217 | float fps;
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| 218 |
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| 219 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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| 220 |
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| 221 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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| 222 |
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| 223 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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| 224 |
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| 225 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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| 226 |
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| 227 | GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
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| 228 |
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| 229 | GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
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| 230 |
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| 231 | private:
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| 232 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 233 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 234 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 235 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 236 | void* pUserData);
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| 237 |
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| 238 | const float NEAR_CLIP = 0.1f;
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| 239 | const float FAR_CLIP = 100.0f;
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| 240 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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| 241 |
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| 242 | const int EXPLOSION_PARTICLE_COUNT = 300;
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| 243 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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| 244 |
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| 245 | bool done;
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| 246 |
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| 247 | vec3 cam_pos;
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| 248 |
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| 249 | // TODO: Good place to start using smart pointers
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| 250 | GameGui* gui;
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| 251 |
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| 252 | SDL_version sdlVersion;
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| 253 | SDL_Window* window = nullptr;
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| 254 | SDL_Renderer* renderer = nullptr;
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| 255 |
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| 256 | SDL_Texture* uiOverlay = nullptr;
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| 257 |
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| 258 | VkInstance instance;
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| 259 | VkDebugUtilsMessengerEXT debugMessenger;
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| 260 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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| 261 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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| 262 | VkDevice device;
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| 263 |
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| 264 | VkQueue graphicsQueue;
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| 265 | VkQueue presentQueue;
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| 266 |
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| 267 | // TODO: Maybe make a swapchain struct for convenience
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| 268 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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| 269 | VkPresentModeKHR swapChainPresentMode;
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| 270 | VkExtent2D swapChainExtent;
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| 271 | uint32_t swapChainMinImageCount;
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| 272 | uint32_t swapChainImageCount;
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| 273 | VkSwapchainKHR swapChain;
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| 274 | vector<VkImage> swapChainImages;
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| 275 | vector<VkImageView> swapChainImageViews;
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| 276 | vector<VkFramebuffer> swapChainFramebuffers;
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| 277 |
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| 278 | VkRenderPass renderPass;
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| 279 |
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| 280 | VkCommandPool resourceCommandPool;
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| 281 |
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| 282 | vector<VkCommandPool> commandPools;
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| 283 | vector<VkCommandBuffer> commandBuffers;
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| 284 |
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| 285 | VulkanImage depthImage;
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| 286 |
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| 287 | // These are per frame
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| 288 | vector<VkSemaphore> imageAcquiredSemaphores;
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| 289 | vector<VkSemaphore> renderCompleteSemaphores;
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| 290 |
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| 291 | // These are per swap chain image
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| 292 | vector<VkFence> inFlightFences;
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| 293 |
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| 294 | uint32_t imageIndex;
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| 295 | uint32_t currentFrame;
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| 296 |
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| 297 | bool shouldRecreateSwapChain;
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| 298 |
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| 299 | VkDescriptorPool imguiDescriptorPool;
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| 300 |
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| 301 | VkSampler textureSampler;
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| 302 |
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| 303 | VulkanImage sdlOverlayImage;
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| 304 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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| 305 |
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| 306 | VulkanImage floorTextureImage;
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| 307 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 308 |
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| 309 | VulkanImage laserTextureImage;
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| 310 | VkDescriptorImageInfo laserTextureImageDescriptor;
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| 311 |
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| 312 | mat4 viewMat, projMat;
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| 313 |
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| 314 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 315 | // per pipeline.
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| 316 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 317 | // the objects vector, the ubo, and the ssbo
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| 318 |
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| 319 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 320 | // if there is a need to add other uniform variables to one or more of the shaders
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| 321 |
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| 322 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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| 323 |
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| 324 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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| 325 |
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| 326 | vector<VkBuffer> uniformBuffers_modelPipeline;
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| 327 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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| 328 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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| 329 |
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| 330 | UBO_VP_mats object_VP_mats;
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| 331 |
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| 332 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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| 333 |
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| 334 | vector<VkBuffer> uniformBuffers_shipPipeline;
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| 335 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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| 336 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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| 337 |
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| 338 | UBO_VP_mats ship_VP_mats;
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| 339 |
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| 340 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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| 341 |
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| 342 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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| 343 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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| 344 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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| 345 |
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| 346 | UBO_VP_mats asteroid_VP_mats;
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| 347 |
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| 348 | vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
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| 349 |
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| 350 | vector<VkBuffer> uniformBuffers_laserPipeline;
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| 351 | vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
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| 352 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
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| 353 |
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| 354 | UBO_VP_mats laser_VP_mats;
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| 355 |
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| 356 | vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
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| 357 |
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| 358 | vector<VkBuffer> uniformBuffers_explosionPipeline;
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| 359 | vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
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| 360 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
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| 361 |
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| 362 | UBO_Explosion explosion_UBO;
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| 363 |
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| 364 | vector<BaseEffectOverTime*> effects;
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| 365 |
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| 366 | time_point<steady_clock> startTime;
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| 367 | float prevTime, elapsedTime;
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| 368 |
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| 369 | float fpsStartTime;
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| 370 | int frameCount;
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| 371 |
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| 372 | float shipSpeed = 0.5f;
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| 373 | float asteroidSpeed = 2.0f;
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| 374 |
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| 375 | float spawnRate_asteroid = 0.5;
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| 376 | float lastSpawn_asteroid;
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| 377 |
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| 378 | unsigned int leftLaserIdx = -1;
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| 379 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
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| 380 |
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| 381 | unsigned int rightLaserIdx = -1;
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| 382 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
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| 383 |
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| 384 | bool initUI(int width, int height, unsigned char guiFlags);
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| 385 | void initVulkan();
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| 386 | void initGraphicsPipelines();
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| 387 | void initMatrices();
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| 388 | void mainLoop();
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| 389 | void updateScene();
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| 390 | void cleanup();
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| 391 |
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| 392 | void createVulkanInstance(const vector<const char*>& validationLayers);
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| 393 | void setupDebugMessenger();
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| 394 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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| 395 | void createVulkanSurface();
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| 396 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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| 397 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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| 398 | void createLogicalDevice(const vector<const char*>& validationLayers,
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| 399 | const vector<const char*>& deviceExtensions);
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| 400 | void chooseSwapChainProperties();
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| 401 | void createSwapChain();
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| 402 | void createImageViews();
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| 403 | void createRenderPass();
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| 404 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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| 405 | void createResourceCommandPool();
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| 406 | void createCommandPools();
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| 407 | void createImageResources();
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| 408 | void createFramebuffers();
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| 409 | void createCommandBuffers();
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| 410 | void createSyncObjects();
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| 411 |
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| 412 | void createTextureSampler();
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| 413 |
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| 414 | void createImguiDescriptorPool();
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| 415 | void destroyImguiDescriptorPool();
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| 416 |
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| 417 | // TODO: Since addObject() returns a reference to the new object now,
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| 418 | // stop using objects.back() to access the object that was just created
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| 419 | template<class VertexType, class SSBOType>
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| 420 | SceneObject<VertexType, SSBOType>& addObject(
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| 421 | vector<SceneObject<VertexType, SSBOType>>& objects,
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| 422 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 423 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 424 | bool pipelinesCreated);
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| 425 |
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| 426 | template<class VertexType, class SSBOType>
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| 427 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 428 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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| 429 |
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| 430 | template<class VertexType, class SSBOType>
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| 431 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 432 | SceneObject<VertexType, SSBOType>& obj, size_t index);
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| 433 |
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| 434 | template<class VertexType>
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| 435 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 436 |
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| 437 | template<class VertexType>
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| 438 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 439 |
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| 440 | template<class VertexType, class SSBOType>
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| 441 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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| 442 |
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| 443 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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| 444 | void translateLaser(size_t index, const vec3& translation);
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| 445 | void updateLaserTarget(size_t index);
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| 446 | bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
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| 447 | vec3& start, vec3& end, vec3& intersection);
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| 448 |
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| 449 | void addExplosion(mat4 model_mat, float duration, float cur_time);
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| 450 |
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| 451 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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| 452 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
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| 453 | vector<VkDescriptorBufferInfo>& bufferInfoList);
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| 454 |
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| 455 | void renderFrame(ImDrawData* draw_data);
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| 456 | void presentFrame();
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| 457 |
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| 458 | void recreateSwapChain();
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| 459 |
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| 460 | void cleanupSwapChain();
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| 461 | };
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| 462 |
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| 463 | // Start of specialized no-op functions
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| 464 |
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| 465 | template<>
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| 466 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
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| 467 | }
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| 468 |
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| 469 | // End of specialized no-op functions
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| 470 |
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| 471 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
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| 472 | // and to change the model matrix later by setting model_transform and then calling updateObject()
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| 473 | // Figure out a better way to allow the model matrix to be set during objecting creation
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| 474 |
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| 475 | // TODO: Maybe return a reference to the object from this method if I decide that updating it
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| 476 | // immediately after creation is a good idea (such as setting model_base)
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| 477 | // Currently, model_base is set like this in a few places and the radius is set for asteroids
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| 478 | // to account for scaling
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| 479 | template<class VertexType, class SSBOType>
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| 480 | SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
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| 481 | vector<SceneObject<VertexType, SSBOType>>& objects,
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| 482 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 483 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 484 | bool pipelinesCreated) {
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| 485 | // TODO: Use the model field of ssbo to set the object's model_base
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| 486 | // currently, the passed in model is useless since it gets overridden in updateObject() anyway
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| 487 | size_t numVertices = pipeline.getNumVertices();
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| 488 |
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| 489 | for (uint16_t& idx : indices) {
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| 490 | idx += numVertices;
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| 491 | }
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| 492 |
|
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| 493 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
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| 494 |
|
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| 495 | SceneObject<VertexType, SSBOType>& obj = objects.back();
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| 496 |
|
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| 497 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
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| 498 | centerObject(obj);
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| 499 | }
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| 500 |
|
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| 501 | bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
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| 502 | resourceCommandPool, graphicsQueue);
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| 503 |
|
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| 504 | if (pipelinesCreated) {
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| 505 | vkDeviceWaitIdle(device);
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| 506 |
|
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| 507 | for (uint32_t i = 0; i < swapChainImageCount; i++) {
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| 508 | vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
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| 509 | }
|
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| 510 |
|
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| 511 | // TODO: The pipeline recreation only has to be done once per frame where at least
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| 512 | // one SSBO is resized.
|
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| 513 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
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| 514 | // are created and then recreate each of the corresponding pipelines only once per frame
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| 515 | if (storageBufferResized) {
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| 516 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
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| 517 | pipeline.createDescriptorPool(swapChainImages);
|
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| 518 | pipeline.createDescriptorSets(swapChainImages);
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| 519 | }
|
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| 520 |
|
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| 521 | createCommandBuffers();
|
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| 522 | }
|
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| 523 |
|
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| 524 | return obj;
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| 525 | }
|
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| 526 |
|
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| 527 | // TODO: Just pass in the single object instead of a list of all of them
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| 528 | template<class VertexType, class SSBOType>
|
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| 529 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 530 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
|
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| 531 | SceneObject<VertexType, SSBOType>& obj = objects[index];
|
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| 532 |
|
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| 533 | obj.ssbo.model = obj.model_transform * obj.model_base;
|
|---|
| 534 | obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
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|---|
| 535 |
|
|---|
| 536 | pipeline.updateObject(index, obj.ssbo);
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| 537 |
|
|---|
| 538 | obj.modified = false;
|
|---|
| 539 | }
|
|---|
| 540 |
|
|---|
| 541 | template<class VertexType, class SSBOType>
|
|---|
| 542 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
|
|---|
| 543 | SceneObject<VertexType, SSBOType>& obj, size_t index) {
|
|---|
| 544 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
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|---|
| 545 | }
|
|---|
| 546 |
|
|---|
| 547 | template<class VertexType>
|
|---|
| 548 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
|---|
| 549 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
|---|
| 550 | vec3 p1 = vertices[i].pos;
|
|---|
| 551 | vec3 p2 = vertices[i+1].pos;
|
|---|
| 552 | vec3 p3 = vertices[i+2].pos;
|
|---|
| 553 |
|
|---|
| 554 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
|---|
| 555 |
|
|---|
| 556 | // Add the same normal for all 3 vertices
|
|---|
| 557 | vertices[i].normal = normal;
|
|---|
| 558 | vertices[i+1].normal = normal;
|
|---|
| 559 | vertices[i+2].normal = normal;
|
|---|
| 560 | }
|
|---|
| 561 |
|
|---|
| 562 | return vertices;
|
|---|
| 563 | }
|
|---|
| 564 |
|
|---|
| 565 | template<class VertexType>
|
|---|
| 566 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
|---|
| 567 | for (VertexType& vertex : vertices) {
|
|---|
| 568 | vertex.objIndex = objIndex;
|
|---|
| 569 | }
|
|---|
| 570 |
|
|---|
| 571 | return vertices;
|
|---|
| 572 | }
|
|---|
| 573 |
|
|---|
| 574 | template<class VertexType, class SSBOType>
|
|---|
| 575 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
|
|---|
| 576 | vector<VertexType>& vertices = object.vertices;
|
|---|
| 577 |
|
|---|
| 578 | float min_x = vertices[0].pos.x;
|
|---|
| 579 | float max_x = vertices[0].pos.x;
|
|---|
| 580 | float min_y = vertices[0].pos.y;
|
|---|
| 581 | float max_y = vertices[0].pos.y;
|
|---|
| 582 | float min_z = vertices[0].pos.z;
|
|---|
| 583 | float max_z = vertices[0].pos.z;
|
|---|
| 584 |
|
|---|
| 585 | // start from the second point
|
|---|
| 586 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
|---|
| 587 | vec3& pos = vertices[i].pos;
|
|---|
| 588 |
|
|---|
| 589 | if (min_x > pos.x) {
|
|---|
| 590 | min_x = pos.x;
|
|---|
| 591 | } else if (max_x < pos.x) {
|
|---|
| 592 | max_x = pos.x;
|
|---|
| 593 | }
|
|---|
| 594 |
|
|---|
| 595 | if (min_y > pos.y) {
|
|---|
| 596 | min_y = pos.y;
|
|---|
| 597 | } else if (max_y < pos.y) {
|
|---|
| 598 | max_y = pos.y;
|
|---|
| 599 | }
|
|---|
| 600 |
|
|---|
| 601 | if (min_z > pos.z) {
|
|---|
| 602 | min_z = pos.z;
|
|---|
| 603 | } else if (max_z < pos.z) {
|
|---|
| 604 | max_z = pos.z;
|
|---|
| 605 | }
|
|---|
| 606 | }
|
|---|
| 607 |
|
|---|
| 608 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
|---|
| 609 |
|
|---|
| 610 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
|---|
| 611 | vertices[i].pos -= center;
|
|---|
| 612 | }
|
|---|
| 613 |
|
|---|
| 614 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
|---|
| 615 | object.radius = std::max(object.radius, max_z - center.z);
|
|---|
| 616 |
|
|---|
| 617 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
|---|
| 618 | }
|
|---|
| 619 |
|
|---|
| 620 | #endif // _VULKAN_GAME_H
|
|---|