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427 lines (327 loc) · 13.9 KB
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#pragma once
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/gtx/hash.hpp"
#include <iostream>
#include <vector>
#include <set>
#include <string.h>
#include <algorithm>
#include <fstream>
#include <unordered_set>
#include <functional>
#include <cmath>
#include "geometry.h"
class Camera;
class UIElement;
class RigidBody;
class CSG{
public:
CSG();
// input data of something like the openscad tool
void parse(std::string s);
std::string inverseParse();// gets data and nodes and creates a text file which would result in the same model when parsed
int recurseParse(std::string s, int start, int end);
std::string inverseParseRecurse(int node, int depth);
float getSDF(glm::vec3 point);
glm::vec3 getNormal(glm::vec3 point);
void addPrimitive(int loc, int primType, int addType);// adds a primitive to a given node using a given bool op
int deleteNode(int loc);
void rebuild();
void rebuildInner(std::vector<glm::vec4> &newData, std::vector<glm::ivec4> &newNodes, int index);
void moveNode(int loc ,glm::vec3 dir);
void changeDataOfNode(int loc, int dataLoc, float change);
const std::vector<glm::vec4>* getDataVector() const {return &data;};
const std::vector<glm::ivec4>* getNodeVector() const {return &nodes;};
private:
// data is a large block of data use is dependent on nodes vector
std::vector<glm::vec4> data;// contains objects and tree
// each vec4 is a node in the CSG tree
// it could be a position in the data with how to use it
// or a binary operation on 2 other nodes
std::vector<glm::ivec4> nodes;// contains data about above data
// aabb 2 vec4 each with a corner
// sphere 1 vec4 with position and radius
};
struct ModelAndForces{
CSG model;
std::vector<CSG> forceRegions;
std::vector<glm::vec4> forceData;
std::vector<glm::ivec4> forceFields;
};
struct StructureDefinition{
int space[128][128][128];
double gridSpacing;
int dimensions[3];
};
// to big not to be a pointer at all points otherwise seg fault
struct DesignState{
ModelAndForces mAndF;
int modelNodeLoc;
std::vector<int> parentNodes;
int addType;
int editFocus;
int currentForce;
CSG* currentEditFocus;
};
struct QueueStruct {
int graphicsFamily = -1;
int presentFamily = -1;
int graphicsAndComputeFamily = -1;
bool isComplete() {
return (graphicsFamily != -1)&&(presentFamily != -1);
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Program{// class which means I dont have to deal with globals as they can be attributes of this class
// much of the basics of this class are based another program I wrote which was based of the vulkan tutorial at https://vulkan-tutorial.com/
public:
Program(bool useValidationLayers, const std::vector<const char*> validationLayersToUse, const std::vector<const char*> deviceExtensionsToUse);
~Program();
void makeWindow();
void setUpVulkan();
void createInstance();
void createSurface();
void pickHardWareDevices();
void createLogicalDevice();
void createSwapChain();
void createImageViews();
void createCommandPool();
void createRenderPass();
void createDescriptorSetLayouts();
void createGraphicsPipeline();
void createUIGraphicsPipeline();
void createDesignRayCastingPipeline();
void createDepthResources();
void createFramebuffers();
void createTextureImage();
void createTextureImageView();
void createTextureSampler();
void createBuffers();
void createDescriptorPool();
void createDescriptorSets();
void createCommandBuffers();
void createSyncObjects();
void finishedSetUpBits();
void addModel(std::vector<Vertex> verts, std::vector<uint16_t> inds);
void addInstancedModel(std::vector<Vertex> verts, std::vector<uint16_t> inds);
void addRigidBody(std::vector<Vertex> verts, std::vector<uint16_t> inds,glm::vec4 rotation, glm::vec3 pos, glm::mat3x3 rotInertiaMat);
void addUIElement(UIElement* e);
void removeUIElement(UIElement* e);
bool uiUpdate();// returns whether it is did something
//void designUpdate(DesignState &state, std::vector<int> &changeInds, std::vector<uint> &changeType);
glm::ivec3 getCursorPos();
void openMainLoop();// the thing that shows when first open program may have stuff like settings load create ... options
void designMainLoop();// bit where creation of the model to be simulated is done
void simMainLoop(ModelAndForces &design);// simulate the model in memory
void updateUniformBufferMain(uint32_t currentImage);
void updateUniformBufferVoxel(uint32_t currentImage, std::vector<int> changesIndex, std::vector<uint> changesType);
void updateUniformBufferCSG(uint32_t currentImage, ModelAndForces design, DesignState state);
void drawFrame(bool drawDesign);
void recordCommandBuffer(VkCommandBuffer commandBuffer, uint32_t imageIndex, bool drawDesign);
bool checkValidationLayerSupport();
bool validDevice(VkPhysicalDevice device);
QueueStruct findQueues(VkPhysicalDevice device);
bool hasNeededExtensions(VkPhysicalDevice device);
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device);
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities);
// helper function to create an image view for a image in a wanted format with flags
VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags aspectFlags);
void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory);
uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties);
VkFormat findDepthFormat();
VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features);
std::vector<char> readFile(const std::string& filename);
VkShaderModule createShaderModule(const std::vector<char>& code);
VkCommandBuffer beginSingleTimeCommands();
void endSingleTimeCommands(VkCommandBuffer commandBuffer);
void transitionImageLayout(VkImage image, VkFormat format, VkImageLayout oldLayout, VkImageLayout newLayout);
void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t height);
void createBuffer(VkDeviceSize size, VkBufferUsageFlags usage,VkMemoryPropertyFlags properties, VkBuffer &returnBuffer, VkDeviceMemory &returnBufferMemory);
void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
void createDescriptorSetLayout(std::vector<int> stages, int numBuffers,VkDescriptorSetLayout& layout, VkDescriptorType type);
void createDescriptorSet(std::vector<int> indexes, std::vector<VkDescriptorSet> &descriptorSetVecRef, VkDescriptorSetLayout &descriptorSetLayoutRef
, std::vector<VkDeviceSize> sizes, std::vector<VkDescriptorType> types, std::vector<VkImageView> imageViews, std::vector<VkSampler> imageSamplers);
// for createDescriptorSet you leave the indexes or image inputs as 0 for ones which it is not that
void recreateSwapChain();
void cleanupSwapChain();
private:
Camera* mainCamera;
int itrNum;
int oldMouseState;
std::vector<UIElement*> uiElements;
Model* rectModel;// because dont need a new model for every billboard
Model* designModel;// used for bounding box of voxel/CSG thing so know what to raycast in
VkImage textureImage;
VkDeviceMemory textureImageMemory;
VkImageView textureImageView;
VkSampler textureSampler;
MemoryManager<Vertex>* verticesMemManager;
MemoryManager<uint16_t>* indicesMemManager;
std::vector<Model*> models;
std::vector<InstancedModel*> instancedModels;
std::vector<RigidBody*> rigidBodies;
int MAX_FRAMES_IN_FLIGHT;
int currentFrame;
bool framebufferResized;
bool enableValidationLayers;
std::vector<const char*> validationLayers;
GLFWwindow* window;
VkInstance instance;
VkSurfaceKHR surface;
VkPhysicalDevice physicalDevice;
std::vector<const char*> deviceExtensions;
VkDevice logicalDevice;
VkQueue graphicsQueue;
VkQueue presentQueue;
VkQueue computeQueue;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkSwapchainKHR swapChain;
VkFormat swapChainImageFormat;
VkExtent2D swapChainExtent;
std::vector<VkFramebuffer> swapChainFramebuffers;
VkCommandPool commandPool;
VkRenderPass renderPass;
VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSetLayout perObjectDataDSLayout;
VkPipelineLayout pipelineLayout;
VkPipeline graphicsPipeline;
VkDescriptorSetLayout uiDescriptorSetLayout;
VkDescriptorSetLayout uiTextureDescriptorSetLayout;
VkPipelineLayout uiPipeLineLayout;
VkPipeline uiGraphicsPipeline;
VkDescriptorSetLayout designDSLayout;
VkDescriptorSetLayout designDataDSLayout;
VkPipelineLayout designPipelineLayout;
VkPipeline designGraphicsPipeline;
VkImage depthImage;
VkDeviceMemory depthImageMemory;
VkImageView depthImageView;
std::vector<VkBuffer> buffers;
std::vector<VkDeviceMemory> buffersMemory;
std::vector<void*> buffersMapped;
VkDescriptorPool descriptorPool;
std::vector<VkDescriptorSet> descriptorSets;
std::vector<VkDescriptorSet> uiDescriptorSets;
std::vector<VkDescriptorSet> uiTextureDescriptorSets;
std::vector<VkDescriptorSet> objDataDescriptorSets;
std::vector<VkDescriptorSet> designDescriptorSets;
std::vector<VkDescriptorSet> designDataDescriptorSets;
std::vector<VkCommandBuffer> commandBuffers;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
};
template <class T>
class MemoryManager{
public:
MemoryManager(int size, VkDevice logicalDevice, Program* p, T defaultValue, int usageFlags);
~MemoryManager();
T* getMemoryPointer(int loc);
VkBuffer getBuffer() const {return buffer;};
int getSize() const {return maxSize;};
int alloc(int length);
void free(int start);
void updateBuffer();
private:
Program* program;
VkDevice logicalDevice;
VkBuffer buffer;
VkDeviceMemory bufferMemory;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
void* data; // data is the staging buffers memory map
std::vector<T> memory; // copied to data when needed
int maxSize;
struct MemBlock{
int start;
int length;
};
std::vector<MemBlock> memoryBlocks;// must be kept ordered
};
template <class T>
MemoryManager<T>::MemoryManager(int size, VkDevice lDevice, Program* p, T defaultValue, int usageFlags){
program = p;
maxSize = size;
memory.reserve(size);
for (int i = 0; i < size; i++){
memory.push_back(defaultValue);
}
memory.shrink_to_fit();
logicalDevice = lDevice;
VkDeviceSize bufferSize = sizeof(memory[0]) * memory.size();
program->createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
,stagingBuffer,stagingBufferMemory);
vkMapMemory(logicalDevice, stagingBufferMemory, 0, bufferSize, 0, &data);
program->createBuffer(bufferSize, usageFlags, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
,buffer,bufferMemory);
updateBuffer();
}
template <class T>
MemoryManager<T>::~MemoryManager(){
vkUnmapMemory(logicalDevice, stagingBufferMemory);
vkDestroyBuffer(logicalDevice, stagingBuffer, nullptr);
vkFreeMemory(logicalDevice, stagingBufferMemory, nullptr);
vkDestroyBuffer(logicalDevice, buffer, nullptr);
vkFreeMemory(logicalDevice, bufferMemory, nullptr);
}
template <class T>
T* MemoryManager<T>::getMemoryPointer(int loc){
return &(memory[loc]);// does not like being a const function
}
template <class T>
int MemoryManager<T>::alloc(int length){
if (length <= 0){// all block sizes must be strict positive
return -1;
}
int lastEnd = 0;
int pos = 0;
for (MemBlock i: memoryBlocks){// assumes that memoryBlocks are ordered
if (i.start-lastEnd >= length){// if enough space between this and last put in in there
MemBlock newItem;
newItem.length = length;
newItem.start = lastEnd;
memoryBlocks.insert(memoryBlocks.begin()+pos,newItem);// insert adds before iter
return lastEnd;
}
lastEnd = i.start+i.length;
pos++;
}
if (maxSize-lastEnd >= length){// if not inbetween put after all other if space
MemBlock newItem;
newItem.length = length;
newItem.start = lastEnd;
memoryBlocks.push_back(newItem);// as at end can just add to end of vec
return lastEnd;
}
return -1;
}
template <class T>
void MemoryManager<T>::free(int start){
for (int i = 0; i < memoryBlocks.size(); i++){
if (memoryBlocks[i].start == start){
memoryBlocks.erase(memoryBlocks.begin() + i);
return;// shouldnt be able to erase multiple and as something is deleted it could mess up pointers
}
}
}
template <class T>
void MemoryManager<T>::updateBuffer(){
VkDeviceSize bufferSize = sizeof(memory[0]) * memory.size();
memcpy(data, memory.data(), (size_t) bufferSize);
program->copyBuffer(stagingBuffer, buffer, bufferSize);
}