248 lines
7.7 KiB
C++
248 lines
7.7 KiB
C++
/*
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* Vulkan Example base class
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#pragma once
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#ifdef _WIN32
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#pragma comment(linker, "/subsystem:windows")
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#include <windows.h>
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#include <fcntl.h>
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#include <io.h>
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#else
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// todo : split linux xcb/x11 and android
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#include <xcb/xcb.h>
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#endif
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#include <iostream>
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#include <chrono>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <string>
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#include <array>
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#include "vulkan/vulkan.h"
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#include "vulkantools.h"
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#include "vulkandebug.h"
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#include "vulkanswapchain.hpp"
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#include "vulkanTextureLoader.hpp"
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#include "vulkanMeshLoader.hpp"
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#define deg_to_rad(deg) deg * float(M_PI / 180)
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class VulkanExampleBase
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{
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private:
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// Set to true when example is created with enabled validation layers
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bool enableValidation = false;
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// Create application wide Vulkan instance
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VkResult createInstance(bool enableValidation);
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// Create logical Vulkan device based on physical device
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VkResult createDevice(VkDeviceQueueCreateInfo requestedQueues, bool enableValidation);
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protected:
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// Last frame time, measured using a high performance timer (if available)
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float frameTimer = 1.0f;
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// Vulkan instance, stores all per-application states
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VkInstance instance;
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// Physical device (GPU) that Vulkan will ise
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VkPhysicalDevice physicalDevice;
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// Stores all available memory (type) properties for the physical device
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VkPhysicalDeviceMemoryProperties deviceMemoryProperties;
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// Logical device, application's view of the physical device (GPU)
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VkDevice device;
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// Handle to the device graphics queue that command buffers are submitted to
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VkQueue queue;
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// Color buffer format
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VkFormat colorformat = VK_FORMAT_B8G8R8A8_UNORM;
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// Depth buffer format
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// Depth format is selected during Vulkan initialization
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VkFormat depthFormat;
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// Command buffer pool
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VkCommandPool cmdPool;
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// Command buffer used for setup
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VkCommandBuffer setupCmdBuffer = VK_NULL_HANDLE;
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// Command buffer for submitting a post present image barrier
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VkCommandBuffer postPresentCmdBuffer = VK_NULL_HANDLE;
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// Command buffer for submitting a pre present image barrier
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VkCommandBuffer prePresentCmdBuffer = VK_NULL_HANDLE;
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// Command buffers used for rendering
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std::vector<VkCommandBuffer> drawCmdBuffers;
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// Global render pass for frame buffer writes
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VkRenderPass renderPass;
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// List of available frame buffers (same as number of swap chain images)
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std::vector<VkFramebuffer>frameBuffers;
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// Active frame buffer index
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uint32_t currentBuffer = 0;
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// Descriptor set pool
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VkDescriptorPool descriptorPool;
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// List of shader modules created (stored for cleanup)
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std::vector<VkShaderModule> shaderModules;
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// Pipeline cache object
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VkPipelineCache pipelineCache;
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// Wraps the swap chain to present images (framebuffers) to the windowing system
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VulkanSwapChain swapChain;
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// Semaphore to synchronize image presentation
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VkSemaphore presentCompleteSemaphore;
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// Simple texture loader
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vkTools::VulkanTextureLoader *textureLoader = nullptr;
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public:
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bool prepared = false;
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uint32_t width = 1280;
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uint32_t height = 720;
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VkClearColorValue defaultClearColor = { { 0.025f, 0.025f, 0.025f, 1.0f } };
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float zoom = 0;
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// Defines a frame rate independent timer value clamped from -1.0...1.0
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// For use in animations, rotations, etc.
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float timer = 0.0f;
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// Multiplier for speeding up (or slowing down) the global timer
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float timerSpeed = 0.25f;
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bool paused = false;
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// Use to adjust mouse rotation speed
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float rotationSpeed = 1.0f;
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// Use to adjust mouse zoom speed
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float zoomSpeed = 1.0f;
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glm::vec3 rotation = glm::vec3();
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glm::vec2 mousePos;
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std::string title = "Vulkan Example";
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std::string name = "vulkanExample";
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struct
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{
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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} depthStencil;
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// OS specific
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#ifdef _WIN32
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HWND window;
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HINSTANCE windowInstance;
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#else
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struct {
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bool left = false;
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bool right = false;
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} mouseButtons;
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bool quit;
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xcb_connection_t *connection;
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xcb_screen_t *screen;
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xcb_window_t window;
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xcb_intern_atom_reply_t *atom_wm_delete_window;
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#endif
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VulkanExampleBase(bool enableValidation);
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VulkanExampleBase() : VulkanExampleBase(false) {};
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~VulkanExampleBase();
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// Setup the vulkan instance, enable required extensions and connect to the physical device (GPU)
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void initVulkan(bool enableValidation);
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#ifdef _WIN32
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void setupConsole(std::string title);
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HWND setupWindow(HINSTANCE hinstance, WNDPROC wndproc);
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void handleMessages(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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#else
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xcb_window_t setupWindow();
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void initxcbConnection();
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void handleEvent(const xcb_generic_event_t *event);
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#endif
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// Pure virtual render function (override in derived class)
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virtual void render() = 0;
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// Called when view change occurs
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// Can be overriden in derived class to e.g. update uniform buffers
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// Containing view dependant matrices
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virtual void viewChanged();
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// Called if a key is pressed
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// Can be overriden derived class to do custom key handling
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virtual void keyPressed(uint32_t keyCode);
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// Get memory type for a given memory allocation (flags and bits)
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VkBool32 getMemoryType(uint32_t typeBits, VkFlags properties, uint32_t *typeIndex);
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// Creates a new (graphics) command pool object storing command buffers
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void createCommandPool();
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// Setup default depth and stencil views
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void setupDepthStencil();
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// Create framebuffers for all requested swap chain images
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void setupFrameBuffer();
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// Setup a default render pass
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void setupRenderPass();
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// Connect and prepare the swap chain
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void initSwapchain();
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// Create swap chain images
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void setupSwapChain();
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// Check if command buffers are valid (!= VK_NULL_HANDLE)
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bool checkCommandBuffers();
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// Create command buffers for drawing commands
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void createCommandBuffers();
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// Destroy all command buffers and set their handles to VK_NULL_HANDLE
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// May be necessary during runtime if options are toggled
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void destroyCommandBuffers();
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// Create command buffer for setup commands
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void createSetupCommandBuffer();
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// Finalize setup command bufferm submit it to the queue and remove it
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void flushSetupCommandBuffer();
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// Create a cache pool for rendering pipelines
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void createPipelineCache();
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// Prepare commonly used Vulkan functions
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void prepare();
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// Load a SPIR-V shader
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VkPipelineShaderStageCreateInfo loadShader(const char* fileName, VkShaderStageFlagBits stage);
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// Load a GLSL shader
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// NOTE : This may not work with any IHV and requires some magic
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VkPipelineShaderStageCreateInfo loadShaderGLSL(const char* fileName, VkShaderStageFlagBits stage);
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// Create a buffer, fill it with data and bind buffer memory
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// Can be used for e.g. vertex or index buffer based on mesh data
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VkBool32 createBuffer(
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VkBufferUsageFlags usage,
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VkDeviceSize size,
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void *data,
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VkBuffer *buffer,
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VkDeviceMemory *memory);
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// Overload that assigns buffer info to descriptor
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VkBool32 createBuffer(
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VkBufferUsageFlags usage,
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VkDeviceSize size,
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void *data,
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VkBuffer *buffer,
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VkDeviceMemory *memory,
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VkDescriptorBufferInfo *descriptor);
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// Load a mesh (using ASSIMP) and create vulkan vertex and index buffers with given vertex layout
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void loadMesh(
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const char *filename,
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vkMeshLoader::MeshBuffer *meshBuffer,
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std::vector<vkMeshLoader::VertexLayout> vertexLayout,
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float scale);
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// Start the main render loop
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void renderLoop();
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// Submit a pre present image barrier to the queue
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// Transforms the (framebuffer) image layout from color attachment to present(khr) for presenting to the swap chain
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void submitPrePresentBarrier(VkImage image);
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// Submit a post present image barrier to the queue
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// Transforms the (framebuffer) image layout back from present(khr) to color attachment layout
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void submitPostPresentBarrier(VkImage image);
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};
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