Compare commits
12 commits
Author | SHA1 | Date | |
---|---|---|---|
7ec6c4aa33 | |||
b2e5360a6d | |||
0ebabbcb46 | |||
1ef68e04fe | |||
01ebd44a4c | |||
b663af374f | |||
48b938c896 | |||
19bd0e616a | |||
7c4ec2e616 | |||
949e03c9c5 | |||
3625ce7d86 | |||
8265015529 |
5 changed files with 245 additions and 34 deletions
3
README.md
Normal file
3
README.md
Normal file
|
@ -0,0 +1,3 @@
|
|||
This is a prototype for a game engine im doing, its very messy and imperfect, but its a working vulkan renderer (and an small minigame that doesnt work yet) made in c++23 that works in basically any system that supports vulkan (with some changes to the CMakeLists.txt file)
|
||||
|
||||
I'm learning while writing this so expect some bad practices and weird stuff!
|
268
main.cpp
268
main.cpp
|
@ -7,8 +7,12 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <atomic>
|
||||
#include <thread>
|
||||
#include <random>
|
||||
|
||||
bool skip_rendering = false;
|
||||
bool stop_physics = false;
|
||||
std::atomic_bool pressed_space = false;
|
||||
std::atomic_bool pressed_shift = false;
|
||||
vk::SurfaceFormatKHR format;
|
||||
vk::Extent2D framebuffer_extension;
|
||||
|
||||
|
@ -26,13 +30,31 @@ struct bounding_box
|
|||
float y;
|
||||
float width;
|
||||
float height;
|
||||
float velocityX;
|
||||
float velocityY;
|
||||
float accX;
|
||||
float accY;
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct uniform
|
||||
{
|
||||
glm::mat4 view;
|
||||
};
|
||||
|
||||
struct push
|
||||
{
|
||||
glm::mat4 transform;
|
||||
};
|
||||
|
||||
struct quad
|
||||
{
|
||||
bounding_box box;
|
||||
std::vector<vertex> vertices;
|
||||
push trans;
|
||||
};
|
||||
|
||||
bounding_box player;
|
||||
float velocityX = 1.0f;
|
||||
float velocityY = 0.50f;
|
||||
|
@ -197,16 +219,53 @@ void simple_physics()
|
|||
}
|
||||
}
|
||||
|
||||
void simple_physics_step(float t)
|
||||
bool simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes, bool &on_ground)
|
||||
{
|
||||
bool collision_x = player.x + player.width / 2 >= 1.0f || player.x - player.width / 2 <= -1.0f;
|
||||
bool collision_y = player.y + player.height / 2 >=1.0f || player.y - player.height / 2 <= -1.0f;
|
||||
box.y += box.velocityY * t + 0.5 * box.accY * (t * t);
|
||||
box.velocityY += box.accY * t;
|
||||
|
||||
box.x += box.velocityX * t + 0.5 * box.accX * (t * t);
|
||||
box.velocityX += box.accX * t;
|
||||
bool end_game = false;
|
||||
|
||||
for (auto &b: boxes)
|
||||
{
|
||||
b.box.y += b.box.velocityY * t + 0.5 * b.box.accY * (t * t);
|
||||
b.box.velocityY += b.box.accY * t;
|
||||
|
||||
b.box.x += b.box.velocityX * t + 0.5 * b.box.accX * (t * t);
|
||||
b.box.velocityX += b.box.accX * t;
|
||||
|
||||
bool collision_x = b.box.x + b.box.width / 2 >= box.x - box.width /2 && b.box.x - b.box.width / 2 <= box.x + box.width /2;
|
||||
bool collision_y = b.box.y + b.box.height / 2 >= box.y - box.height /2 && b.box.y - b.box.height / 2 <= box.y + box.height /2;
|
||||
end_game = collision_x && collision_y;
|
||||
if (end_game)
|
||||
{
|
||||
#ifdef NDEBUG
|
||||
std::println("Collision between pos x: {} y: {} and pos x: {} and pos y: {} ", box.x, box.y, b.box.x, b.box.y);
|
||||
std::println("With width: {} and height: {} and width: {} and height: {}", box.width, box.height, b.box.width, b.box.height);
|
||||
std::println("Rightmost vertex in position {} collided with leftmost vertex in position {}", box.x + box.width/2, b.box.x - b.box.width/2);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
bool collision_x = box.x + box.width / 2 >= 1.0f || box.x - box.width / 2 <= -1.0f;
|
||||
bool collision_top_y = box.y - box.height / 2 <= -1.0f;
|
||||
bool collision_bottom_y = box.y + box.height / 2 >=1.0f;
|
||||
if (collision_x)
|
||||
velocityX = -velocityX;
|
||||
else if (collision_y)
|
||||
velocityY = -velocityY;
|
||||
player.x = player.x + (velocityX * t);
|
||||
player.y = player.y + (velocityY * t);
|
||||
box.velocityX = 0;
|
||||
else if (collision_top_y)
|
||||
{
|
||||
box.velocityY = 0;
|
||||
box.y = -1.0f + box.height/2;
|
||||
}
|
||||
else if (collision_bottom_y)
|
||||
{
|
||||
box.velocityY = 0.0f;
|
||||
box.y = 1.0f - box.height/2;
|
||||
on_ground = true;
|
||||
}
|
||||
return end_game;
|
||||
}
|
||||
|
||||
std::pair<vk::DeviceMemory, vk::Buffer> create_buffer(const vk::Device &device, vk::PhysicalDevice selected_physical_device, vk::BufferUsageFlagBits usage, size_t size)
|
||||
|
@ -238,11 +297,66 @@ std::pair<vk::DeviceMemory, vk::Buffer> create_buffer(const vk::Device &device,
|
|||
return std::make_pair(vertex_buffer_memory, vertex_buffer);
|
||||
}
|
||||
|
||||
void keyboard_handle(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS)
|
||||
{
|
||||
//std::println("JUMP!");
|
||||
pressed_space = true;
|
||||
}
|
||||
else if (key == GLFW_KEY_LEFT_SHIFT && action == GLFW_PRESS)
|
||||
{
|
||||
pressed_shift = true;
|
||||
}
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
exit(0);
|
||||
}
|
||||
|
||||
bounding_box spawn_enemy(std::mt19937 rng)
|
||||
{
|
||||
std::uniform_real_distribution<float> dist(0.05, 0.4);
|
||||
std::uniform_real_distribution<float> y_dist(0.6, 0.9);
|
||||
std::uniform_real_distribution<float> vel_dist(-1.5, -0.5);
|
||||
bounding_box ret{0};
|
||||
ret.height = dist(rng);
|
||||
ret.width = dist(rng);
|
||||
ret.x = 0.8;
|
||||
ret.y = y_dist(rng);
|
||||
ret.velocityX = vel_dist(rng);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void add_quad_to_vertices(std::vector<vertex> &vertices, std::vector<vertex> new_quad)
|
||||
{
|
||||
new_quad = convert_quad_to_triangles(new_quad);
|
||||
|
||||
for (auto vert: new_quad)
|
||||
{
|
||||
//std::println("Vertex pos x: {}, y: {}, z: {}", vert.position.x, vert.position.y, vert.position.z);
|
||||
vertices.push_back(vert);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<vertex> bounding_box_to_vertices(const bounding_box &box)
|
||||
{
|
||||
float half_width = box.width/2;
|
||||
float half_height = box.height/2;
|
||||
std::vector<vertex> vertices = {
|
||||
{{-half_width, -half_height}, {1.0f, 0.0f, 0.0f}},
|
||||
{{half_width, -half_height}, {1.0f, 0.0f, 0.0f}},
|
||||
{{half_width, half_height}, {0.0f, 1.0f, 0.0f}},
|
||||
{{-half_width, half_height}, {0.0f, 0.0f, 1.0f}}
|
||||
};
|
||||
return vertices;
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
using clock = std::chrono::system_clock;
|
||||
using ms = std::chrono::duration<double, std::milli>;
|
||||
GLFWwindow *window = create_window(1000, 800, "hello");
|
||||
std::random_device dev;
|
||||
std::mt19937 rng(dev());
|
||||
|
||||
if (!window)
|
||||
return -1;
|
||||
|
@ -268,7 +382,12 @@ int main()
|
|||
#endif
|
||||
|
||||
vk::InstanceCreateInfo createinfo = vk::InstanceCreateInfo(
|
||||
vk::InstanceCreateFlags(VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR),
|
||||
#ifdef __APPLE__
|
||||
vk::InstanceCreateFlags(VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR),
|
||||
#endif
|
||||
#ifdef __linux__
|
||||
vk::InstanceCreateFlags(),
|
||||
#endif
|
||||
&appinfo,layers.size(), layers.data(),
|
||||
extensions.size(), extensions.data());
|
||||
vk::Instance instance = vk::createInstance(createinfo);
|
||||
|
@ -436,13 +555,17 @@ int main()
|
|||
vk::DescriptorSetLayoutCreateInfo descriptor_layout_info(vk::DescriptorSetLayoutCreateFlags(), 1, &descriptor_binding);
|
||||
vk::DescriptorSetLayout descriptor_layout = device.createDescriptorSetLayout(descriptor_layout_info);
|
||||
|
||||
vk::PushConstantRange push_constant(vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push));
|
||||
|
||||
vk::PipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = &descriptor_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = &push_constant;
|
||||
vk::PipelineLayout pipeline_layout = device.createPipelineLayout(layout_info);
|
||||
|
||||
uniform u{};
|
||||
u.transform = glm::mat4(1.0f);
|
||||
u.view = glm::mat4(1.0f);
|
||||
auto rec = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eUniformBuffer, sizeof(uniform));
|
||||
vk::DeviceMemory uniform_buffer_data = rec.first;
|
||||
vk::Buffer uniform_buffer = rec.second;
|
||||
|
@ -512,19 +635,20 @@ int main()
|
|||
framebuffer_extension.height, 1);
|
||||
framebuffers.push_back(device.createFramebuffer(framebuffer_info));
|
||||
}
|
||||
|
||||
std::vector<vertex> vertices = {
|
||||
{{-0.1f, -0.1f}, {1.0f, 0.0f, 0.0f}},
|
||||
{{0.1f, -0.1f}, {1.0f, 0.0f, 0.0f}},
|
||||
{{0.1f, 0.1f}, {0.0f, 1.0f, 0.0f}},
|
||||
{{-0.1f, 0.1f}, {0.0f, 0.0f, 1.0f}}
|
||||
quad play{};
|
||||
play.box = player;
|
||||
play.vertices = {
|
||||
{{-0.05f, -0.1f}, {1.0f, 0.0f, 0.0f}},
|
||||
{{0.05f, -0.1f}, {1.0f, 0.0f, 0.0f}},
|
||||
{{0.05f, 0.1f}, {0.0f, 1.0f, 0.0f}},
|
||||
{{-0.05f, 0.1f}, {0.0f, 0.0f, 1.0f}}
|
||||
};
|
||||
vertices = convert_quad_to_triangles(vertices);
|
||||
auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertices[0]) * vertices.size());
|
||||
vk::DeviceMemory vertex_buffer_memory = ret.first;
|
||||
play.vertices = convert_quad_to_triangles(play.vertices);
|
||||
auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertex) * 6 * 100);
|
||||
vk::DeviceMemory vertex_memory = ret.first;
|
||||
vk::Buffer vertex_buffer = ret.second;
|
||||
char *data = (char *)device.mapMemory(vertex_buffer_memory, 0, sizeof(vertices[0]) * vertices.size());
|
||||
memcpy(data, vertices.data(), sizeof(vertices[0]) * vertices.size());
|
||||
char *vertex_data = (char *)device.mapMemory(vertex_memory, 0, sizeof(vertex) * 6 * 100); // 100 quads
|
||||
memcpy(vertex_data, play.vertices.data(), sizeof(play.vertices[0]) * play.vertices.size());
|
||||
|
||||
|
||||
vk::CommandPoolCreateInfo command_pool_info = {};
|
||||
|
@ -575,22 +699,34 @@ int main()
|
|||
player.x = 0.0f;
|
||||
player.y = 0.0f;
|
||||
player.height = 0.2f;
|
||||
player.width = 0.2f;
|
||||
player.width = 0.1f;
|
||||
//velocityX = 0.008f;
|
||||
std::vector<vertex> render_vertices = vertices;
|
||||
|
||||
float angle = 0.0f;
|
||||
float vel2 = 0.005f;
|
||||
//std::thread phy_thread(simple_physics);
|
||||
glfwSetKeyCallback(window, keyboard_handle);
|
||||
auto before = clock::now();
|
||||
player.accY = 1.3f;
|
||||
player.x = -0.8;
|
||||
player.y = -0.5;
|
||||
play.box = player;
|
||||
std::vector<quad> enemies;
|
||||
bool on_ground = true;
|
||||
int jumps = 0;
|
||||
int score = 0;
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
glfwPollEvents();
|
||||
std::vector<vertex> render_vertices = play.vertices;
|
||||
auto res_wait = device.waitForFences(next_frame_fence, VK_TRUE, UINT64_MAX);
|
||||
if (res_wait != vk::Result::eSuccess)
|
||||
throw std::runtime_error("failed waiting!");
|
||||
device.resetFences(next_frame_fence);
|
||||
if (skip_rendering)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
auto image_result = device.acquireNextImageKHR(swapchain, UINT64_MAX, image_semaphore);
|
||||
if (image_result.result != vk::Result::eSuccess)
|
||||
{
|
||||
|
@ -598,14 +734,70 @@ int main()
|
|||
}
|
||||
uint32_t image_index = image_result.value;
|
||||
vkResetCommandBuffer(command_buffers[0], 0);
|
||||
if (enemies.empty())
|
||||
{
|
||||
quad enemy{};
|
||||
std::mt19937 rng2(dev());
|
||||
enemy.box = spawn_enemy(rng2);
|
||||
enemy.vertices = bounding_box_to_vertices(enemy.box);
|
||||
enemy.trans.transform = glm::mat4{1.0f};
|
||||
enemies.push_back(enemy);
|
||||
}
|
||||
auto time_elapsed = clock::now() - before;
|
||||
simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count());
|
||||
if (pressed_space == true)
|
||||
{
|
||||
#ifndef NDEBUG
|
||||
//std::println("JUMP!");
|
||||
#endif
|
||||
if (on_ground || jumps <= 1)
|
||||
{
|
||||
if (jumps <= 1)
|
||||
play.box.velocityY = -1.2f;
|
||||
on_ground = false;
|
||||
jumps++;
|
||||
std::println("Jumps {}", jumps);
|
||||
}
|
||||
pressed_space = false;
|
||||
}
|
||||
if (pressed_shift == true)
|
||||
{
|
||||
play.box.velocityY = 3.0f;
|
||||
pressed_shift = false;
|
||||
}
|
||||
bool end_game = false;
|
||||
if (stop_physics == false)
|
||||
end_game = simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), play.box, enemies, on_ground);
|
||||
if (on_ground)
|
||||
jumps = 0;
|
||||
if (end_game == true)
|
||||
{
|
||||
std::println("You lost!");
|
||||
std::println("Your score was {}", score);
|
||||
stop_physics = true;
|
||||
#ifndef NDEBUG
|
||||
std::println("Collision between pos x: {} y: {} and pos x: {} and pos y: {} ", play.box.x, play.box.y, enemies[0].box.x, enemies[0].box.y);
|
||||
std::println("With width: {} and height: {} and width: {} and height: {}", play.box.width, play.box.height, enemies[0].box.width, enemies[0].box.height);
|
||||
std::println("Rightmost vertex in position {} collided with leftmost vertex in position {}", play.box.x + play.box.width/2, enemies[0].box.x - enemies[0].box.width/2);
|
||||
std::println("Jumps {}", jumps);
|
||||
#endif
|
||||
}
|
||||
before = clock::now();
|
||||
u.transform = move({player.x, player.y}) * rotate(angle);
|
||||
memcpy(uniform_data, &u, sizeof(uniform));
|
||||
play.trans.transform = move({play.box.x, play.box.y});
|
||||
for (auto &e: enemies)
|
||||
{
|
||||
if (e.box.x + e.box.width/2 <= -1.0f)
|
||||
{
|
||||
score += (int)(abs((e.box.width * 10)) + abs((e.box.height * 10)) + abs((e.box.velocityX * 10)));
|
||||
enemies.clear();
|
||||
break;
|
||||
}
|
||||
e.trans.transform = move({e.box.x, e.box.y});
|
||||
add_quad_to_vertices(render_vertices, e.vertices);
|
||||
}
|
||||
//memcpy(uniform_data, &u, sizeof(uniform));
|
||||
|
||||
angle -= 1.0f;
|
||||
memcpy(data, render_vertices.data(), sizeof(vertices[0]) * vertices.size());
|
||||
angle -= 0.01f;
|
||||
memcpy(vertex_data, render_vertices.data(), sizeof(render_vertices[0]) * render_vertices.size());
|
||||
|
||||
|
||||
vk::CommandBufferBeginInfo begin_info = {};
|
||||
|
@ -621,14 +813,23 @@ int main()
|
|||
//command_buffers[0].setScissor(0, scissor);
|
||||
command_buffers[0].bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_sets, nullptr);
|
||||
command_buffers[0].bindVertexBuffers(0, 1, &vertex_buffer, &offset);
|
||||
command_buffers[0].draw(vertices.size(), 1, 0, 0);
|
||||
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &play.trans);
|
||||
command_buffers[0].draw(6, 1, 0, 0);
|
||||
uint32_t offset_vertex = 6;
|
||||
for (auto &e: enemies)
|
||||
{
|
||||
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &e.trans);
|
||||
command_buffers[0].draw(6, 1, offset_vertex, 0);
|
||||
offset_vertex += 6;
|
||||
}
|
||||
|
||||
command_buffers[0].endRenderPass();
|
||||
if (vkEndCommandBuffer(command_buffers[0]) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Command buffer creation failed!");
|
||||
}
|
||||
|
||||
vk::PipelineStageFlags flags = vk::PipelineStageFlags(vk::PipelineStageFlagBits::eColorAttachmentOutput);
|
||||
vk::PipelineStageFlags flags(vk::PipelineStageFlagBits::eColorAttachmentOutput);
|
||||
vk::SubmitInfo submit_info = vk::SubmitInfo();
|
||||
submit_info.waitSemaphoreCount = 1;
|
||||
submit_info.pWaitSemaphores = &image_semaphore;
|
||||
|
@ -653,12 +854,15 @@ int main()
|
|||
}
|
||||
thread = false;
|
||||
//phy_thread.join();
|
||||
device.unmapMemory(vertex_buffer_memory);
|
||||
device.unmapMemory(uniform_buffer_data);
|
||||
device.unmapMemory(vertex_memory);
|
||||
device.waitIdle();
|
||||
device.destroyDescriptorPool(descriptor_pool);
|
||||
device.destroyDescriptorSetLayout(descriptor_layout);
|
||||
device.destroyBuffer(vertex_buffer);
|
||||
device.freeMemory(vertex_buffer_memory);
|
||||
device.destroyBuffer(uniform_buffer);
|
||||
device.freeMemory(vertex_memory);
|
||||
device.freeMemory(uniform_buffer_data);
|
||||
for (auto &framebuffer: framebuffers)
|
||||
{
|
||||
device.destroyFramebuffer(framebuffer);
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -3,9 +3,13 @@
|
|||
// x -> -1 (left) 1(right)
|
||||
// y -> -1 (top) 1(bottom)
|
||||
|
||||
layout(binding = 0) uniform un{
|
||||
layout( push_constant ) uniform push{
|
||||
mat4 transform;
|
||||
} trans;
|
||||
}trans;
|
||||
|
||||
layout(binding = 0) uniform un{
|
||||
mat4 view;
|
||||
} view;
|
||||
|
||||
layout(location = 0) in vec2 in_position;
|
||||
layout(location = 1) in vec3 in_color;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue