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/*
* Copyright (C) 2016 Google, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SMOKE_H
#define SMOKE_H
#include <condition_variable>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "Simulation.h"
#include "Game.h"
class Meshes;
class Smoke : public Game {
public:
Smoke(const std::vector<std::string> &args);
~Smoke();
void attach_shell(Shell &sh);
void detach_shell();
void attach_swapchain();
void detach_swapchain();
void on_key(Key key);
void on_tick();
void on_frame(float frame_pred);
private:
class Worker {
public:
Worker(Smoke &smoke, int index, int object_begin, int object_end);
void start();
void stop();
void update_simulation();
void draw_objects(VkFramebuffer fb);
void wait_idle();
Smoke &smoke_;
const int index_;
const int object_begin_;
const int object_end_;
const float tick_interval_;
VkFramebuffer fb_;
private:
enum State {
INIT,
IDLE,
STEP,
DRAW,
};
void update_loop();
static void thread_loop(Worker *worker) { worker->update_loop(); }
std::thread thread_;
std::mutex mutex_;
std::condition_variable state_cv_;
State state_;
};
struct Camera {
glm::vec3 eye_pos;
glm::mat4 view_projection;
Camera(float eye) : eye_pos(eye) {}
};
struct FrameData {
// signaled when this struct is ready for reuse
VkFence fence;
VkCommandBuffer primary_cmd;
std::vector<VkCommandBuffer> worker_cmds;
VkBuffer buf;
uint8_t *base;
VkDescriptorSet desc_set;
};
// called by the constructor
void init_workers();
bool multithread_;
bool use_push_constants_;
// called mostly by on_key
void update_camera();
bool sim_paused_;
Simulation sim_;
Camera camera_;
std::vector<std::unique_ptr<Worker>> workers_;
// called by attach_shell
void create_render_pass();
void create_shader_modules();
void create_descriptor_set_layout();
void create_pipeline_layout();
void create_pipeline();
void create_frame_data(int count);
void destroy_frame_data();
void create_fences();
void create_command_buffers();
void create_buffers();
void create_buffer_memory();
void create_descriptor_sets();
VkPhysicalDevice physical_dev_;
VkDevice dev_;
VkQueue queue_;
uint32_t queue_family_;
VkFormat format_;
VkPhysicalDeviceProperties physical_dev_props_;
std::vector<VkMemoryPropertyFlags> mem_flags_;
const Meshes *meshes_;
VkRenderPass render_pass_;
VkShaderModule vs_;
VkShaderModule fs_;
VkDescriptorSetLayout desc_set_layout_;
VkPipelineLayout pipeline_layout_;
VkPipeline pipeline_;
VkCommandPool primary_cmd_pool_;
std::vector<VkCommandPool> worker_cmd_pools_;
VkDescriptorPool desc_pool_;
VkDeviceMemory frame_data_mem_;
VkDeviceSize frame_data_aligned_size_;
std::vector<FrameData> frame_data_;
int frame_data_index_;
VkClearValue render_pass_clear_value_;
VkRenderPassBeginInfo render_pass_begin_info_;
VkCommandBufferBeginInfo primary_cmd_begin_info_;
VkPipelineStageFlags primary_cmd_submit_wait_stages_;
VkSubmitInfo primary_cmd_submit_info_;
// called by attach_swapchain
void prepare_viewport(const VkExtent2D &extent);
void prepare_framebuffers(VkSwapchainKHR swapchain);
VkExtent2D extent_;
VkViewport viewport_;
VkRect2D scissor_;
std::vector<VkImage> images_;
std::vector<VkImageView> image_views_;
std::vector<VkFramebuffer> framebuffers_;
// called by workers
void update_simulation(const Worker &worker);
void draw_object(const Simulation::Object &obj, FrameData &data, VkCommandBuffer cmd) const;
void draw_objects(Worker &worker);
};
#endif // HOLOGRAM_H