| 1 | #ifndef _SDL_GAME_H
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| 2 | #define _SDL_GAME_H
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| 3 |
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| 4 | #include <chrono>
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| 5 | #include <map>
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| 6 | #include <vector>
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| 7 |
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| 8 | #include <vulkan/vulkan.h>
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| 9 |
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| 10 | #include <SDL2/SDL.h>
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| 11 |
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| 12 | #define GLM_FORCE_RADIANS
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| 13 | #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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| 14 | #define GLM_FORCE_RIGHT_HANDED
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| 15 |
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| 16 | #include <glm/glm.hpp>
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| 17 | #include <glm/gtc/matrix_transform.hpp>
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| 18 |
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| 19 | #include "IMGUI/imgui_impl_vulkan.h"
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| 20 |
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| 21 | #include "consts.hpp"
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| 22 | #include "game-gui-sdl.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 | #include "vulkan-buffer.hpp"
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| 26 |
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| 27 | using namespace glm;
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| 28 | using namespace std;
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| 29 | using namespace std::chrono;
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| 30 |
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| 31 | #define VulkanGame NewVulkanGame
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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 | // TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
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| 40 | // by consolidating some and trying to keep new ones to a minimum
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| 41 |
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| 42 | struct ModelVertex {
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| 43 | vec3 pos;
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| 44 | vec3 color;
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| 45 | vec2 texCoord;
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| 46 | vec3 normal;
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| 47 | unsigned int objIndex;
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| 48 | };
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| 49 |
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| 50 | struct LaserVertex {
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| 51 | vec3 pos;
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| 52 | vec2 texCoord;
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| 53 | unsigned int objIndex;
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| 54 | };
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| 55 |
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| 56 | struct ExplosionVertex {
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| 57 | vec3 particleStartVelocity;
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| 58 | float particleStartTime;
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| 59 | unsigned int objIndex;
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| 60 | };
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| 61 |
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| 62 | // Currently using these as the dynamic UBO types as well
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| 63 | // TODO: Rename them to something more general
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| 64 |
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| 65 | struct SSBO_ModelObject {
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| 66 | alignas(16) mat4 model;
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| 67 | };
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| 68 |
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| 69 | struct SSBO_Asteroid {
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| 70 | alignas(16) mat4 model;
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| 71 | alignas(4) float hp;
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| 72 | alignas(4) unsigned int deleted;
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| 73 | };
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| 74 |
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| 75 | struct UBO_VP_mats {
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| 76 | alignas(16) mat4 view;
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| 77 | alignas(16) mat4 proj;
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| 78 | };
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| 79 |
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| 80 | // TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
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| 81 | // Also, probably better to make this a vector of structs where each struct
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| 82 | // has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
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| 83 | // TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
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| 84 | struct BufferSet {
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| 85 | vector<VkBuffer> buffers;
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| 86 | vector<VkDeviceMemory> memory;
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| 87 | vector<VkDescriptorBufferInfo> infoSet;
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| 88 | VkBufferUsageFlags usages;
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| 89 | VkMemoryPropertyFlags properties;
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| 90 | };
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| 91 |
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| 92 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 93 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 94 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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| 95 | template<class VertexType>
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| 96 | struct SceneObject {
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| 97 | vector<VertexType> vertices;
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| 98 | vector<uint16_t> indices;
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| 99 |
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| 100 | mat4 model_base;
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| 101 | mat4 model_transform;
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| 102 |
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| 103 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 104 | // parent class
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| 105 | vec3 center; // currently only matters for asteroids
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| 106 | float radius; // currently only matters for asteroids
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| 107 |
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| 108 | // Move the targetAsteroid stuff out of this class since it is very specific to lasers
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| 109 | // and makes moving SceneObject into its own header file more problematic
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| 110 | SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
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| 111 | };
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| 112 |
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| 113 | // TODO: Figure out how to include an optional ssbo parameter for each object
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| 114 | // Could probably use the same approach to make indices optional
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| 115 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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| 116 | // them mandatory
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| 117 |
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| 118 |
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| 119 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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| 120 |
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| 121 | // TODO: Maybe move this to a different header
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| 122 |
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| 123 | enum UIValueType {
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| 124 | UIVALUE_INT,
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| 125 | UIVALUE_DOUBLE,
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| 126 | };
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| 127 |
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| 128 | struct UIValue {
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| 129 | UIValueType type;
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| 130 | string label;
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| 131 | void* value;
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| 132 |
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| 133 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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| 134 | };
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| 135 |
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| 136 | class VulkanGame {
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| 137 |
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| 138 | public:
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| 139 |
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| 140 | VulkanGame();
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| 141 | ~VulkanGame();
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| 142 |
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| 143 | void run(int width, int height, unsigned char guiFlags);
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| 144 |
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| 145 | private:
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| 146 |
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| 147 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 148 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 149 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 150 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 151 | void* pUserData);
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| 152 |
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| 153 | // TODO: Maybe pass these in as parameters to some Camera class
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| 154 | const float NEAR_CLIP = 0.1f;
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| 155 | const float FAR_CLIP = 100.0f;
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| 156 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
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| 157 |
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| 158 | bool done;
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| 159 |
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| 160 | vec3 cam_pos;
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| 161 |
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| 162 | // TODO: Good place to start using smart pointers
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| 163 | GameGui* gui;
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| 164 |
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| 165 | SDL_version sdlVersion;
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| 166 | SDL_Window* window;
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| 167 |
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| 168 | VkInstance instance;
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| 169 | VkDebugUtilsMessengerEXT debugMessenger;
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| 170 | VkSurfaceKHR vulkanSurface;
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| 171 | VkPhysicalDevice physicalDevice;
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| 172 | VkDevice device;
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| 173 |
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| 174 | VkQueue graphicsQueue;
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| 175 | VkQueue presentQueue;
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| 176 |
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| 177 | // TODO: Maybe make a swapchain struct for convenience
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| 178 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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| 179 | VkPresentModeKHR swapChainPresentMode;
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| 180 | VkExtent2D swapChainExtent;
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| 181 | uint32_t swapChainMinImageCount;
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| 182 | uint32_t swapChainImageCount;
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| 183 |
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| 184 | VkSwapchainKHR swapChain;
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| 185 | vector<VkImage> swapChainImages;
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| 186 | vector<VkImageView> swapChainImageViews;
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| 187 | vector<VkFramebuffer> swapChainFramebuffers;
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| 188 |
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| 189 | VkRenderPass renderPass;
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| 190 |
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| 191 | VkCommandPool resourceCommandPool;
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| 192 |
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| 193 | vector<VkCommandPool> commandPools;
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| 194 | vector<VkCommandBuffer> commandBuffers;
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| 195 |
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| 196 | VulkanImage depthImage;
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| 197 |
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| 198 | // These are per frame
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| 199 | vector<VkSemaphore> imageAcquiredSemaphores;
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| 200 | vector<VkSemaphore> renderCompleteSemaphores;
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| 201 |
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| 202 | // These are per swap chain image
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| 203 | vector<VkFence> inFlightFences;
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| 204 |
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| 205 | uint32_t imageIndex;
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| 206 | uint32_t currentFrame;
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| 207 |
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| 208 | bool shouldRecreateSwapChain;
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| 209 |
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| 210 | VkSampler textureSampler;
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| 211 |
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| 212 | VulkanImage floorTextureImage;
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| 213 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 214 |
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| 215 | mat4 viewMat, projMat;
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| 216 |
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| 217 | // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
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| 218 | VkDescriptorPool imguiDescriptorPool;
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| 219 |
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| 220 | // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
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| 221 | // while working on graphics-library. Double-check exactly what this was and note it down here.
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| 222 | // Basically, I think the point was that if I have several models that all use the same shaders and, therefore,
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| 223 | // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
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| 224 | // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
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| 225 | GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
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| 226 |
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| 227 | BufferSet uniformBuffers_modelPipeline;
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| 228 | BufferSet objectBuffers_modelPipeline;
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| 229 |
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| 230 | VulkanBuffer<UBO_VP_mats> uniforms_modelPipeline;
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| 231 | VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
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| 232 |
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| 233 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 234 | // per pipeline.
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| 235 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 236 | // the objects vector, the ubo, and the ssbo
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| 237 |
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| 238 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 239 | // if there is a need to add other uniform variables to one or more of the shaders
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| 240 |
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| 241 | vector<SceneObject<ModelVertex>> modelObjects;
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| 242 |
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| 243 | /*** High-level vars ***/
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| 244 |
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| 245 | // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
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| 246 | void (VulkanGame::* currentRenderScreenFn)(int width, int height);
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| 247 |
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| 248 | map<string, vector<UIValue>> valueLists;
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| 249 |
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| 250 | int score;
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| 251 | float fps;
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| 252 |
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| 253 | // TODO: Make a separate singleton Timer class
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| 254 | time_point<steady_clock> startTime;
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| 255 | float fpsStartTime, curTime, prevTime, elapsedTime;
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| 256 |
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| 257 | int frameCount;
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| 258 |
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| 259 | /*** Functions ***/
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| 260 |
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| 261 | bool initUI(int width, int height, unsigned char guiFlags);
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| 262 | void initVulkan();
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| 263 | void initGraphicsPipelines();
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| 264 | void initMatrices();
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| 265 | void renderLoop();
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| 266 | void updateScene();
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| 267 | void cleanup();
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| 268 |
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| 269 | void createVulkanInstance(const vector<const char*>& validationLayers);
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| 270 | void setupDebugMessenger();
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| 271 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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| 272 | void createVulkanSurface();
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| 273 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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| 274 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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| 275 | void createLogicalDevice(const vector<const char*>& validationLayers,
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| 276 | const vector<const char*>& deviceExtensions);
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| 277 | void chooseSwapChainProperties();
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| 278 | void createSwapChain();
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| 279 | void createImageViews();
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| 280 | void createResourceCommandPool();
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| 281 | void createImageResources();
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| 282 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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| 283 | void createRenderPass();
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| 284 | void createCommandPools();
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| 285 | void createFramebuffers();
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| 286 | void createCommandBuffers();
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| 287 | void createSyncObjects();
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| 288 |
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| 289 | void createTextureSampler();
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| 290 |
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| 291 | void initImGuiOverlay();
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| 292 | void cleanupImGuiOverlay();
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| 293 |
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| 294 | // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
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| 295 |
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| 296 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
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| 297 | BufferSet& set);
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| 298 |
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| 299 | void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
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| 300 | bool copyData);
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| 301 |
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| 302 | // TODO: Since addObject() returns a reference to the new object now,
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| 303 | // stop using objects.back() to access the object that was just created
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| 304 | template<class VertexType, class SSBOType>
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| 305 | SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
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| 306 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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| 307 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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| 308 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
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| 309 |
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| 310 | template<class VertexType>
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| 311 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 312 |
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| 313 | template<class VertexType>
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| 314 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 315 |
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| 316 | template<class VertexType>
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| 317 | void centerObject(SceneObject<VertexType>& object);
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| 318 |
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| 319 | void renderFrame(ImDrawData* draw_data);
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| 320 | void presentFrame();
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| 321 |
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| 322 | void recreateSwapChain();
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| 323 |
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| 324 | void cleanupSwapChain();
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| 325 |
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| 326 | /*** High-level functions ***/
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| 327 |
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| 328 | void renderMainScreen(int width, int height);
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| 329 | void renderGameScreen(int width, int height);
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| 330 |
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| 331 | void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
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| 332 | void renderGuiValueList(vector<UIValue>& values);
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| 333 |
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| 334 | void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
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| 335 | void quitGame();
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| 336 | };
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| 337 |
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| 338 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
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| 339 | // the model matrix later by setting model_transform and then calculating the new ssbo.model.
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| 340 | // Figure out a better way to allow the model matrix to be set during object creation
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| 341 | template<class VertexType, class SSBOType>
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| 342 | SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
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| 343 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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| 344 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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| 345 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
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| 346 | // TODO: Use the model field of ssbo to set the object's model_base
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| 347 | // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
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| 348 | size_t numVertices = pipeline.getNumVertices();
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| 349 |
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| 350 | for (uint16_t& idx : indices) {
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| 351 | idx += numVertices;
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| 352 | }
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| 353 |
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| 354 | objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
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| 355 | objectBuffer.add(ssbo);
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| 356 |
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| 357 | SceneObject<VertexType>& obj = objects.back();
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| 358 |
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| 359 | // TODO: Specify whether to center the object outside of this function or, worst case, maybe
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| 360 | // with a boolean being passed in here, so that I don't have to rely on checking the specific object
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| 361 | // type
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| 362 | // TODO: Actually, I've already defined a no-op centerObject method for explosions
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| 363 | // Maybe I should do the same for lasers and remove this conditional altogether
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| 364 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
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| 365 | centerObject(obj);
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| 366 | }
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| 367 |
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| 368 | pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
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| 369 |
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| 370 | return obj;
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| 371 | }
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| 372 |
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| 373 | template<class VertexType>
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| 374 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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| 375 | for (VertexType& vertex : vertices) {
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| 376 | vertex.objIndex = objIndex;
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| 377 | }
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| 378 |
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| 379 | return vertices;
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| 380 | }
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| 381 |
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| 382 | template<class VertexType>
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| 383 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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| 384 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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| 385 | vec3 p1 = vertices[i].pos;
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| 386 | vec3 p2 = vertices[i + 1].pos;
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| 387 | vec3 p3 = vertices[i + 2].pos;
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| 388 |
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| 389 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
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| 390 |
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| 391 | // Add the same normal for all 3 vertices
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| 392 | vertices[i].normal = normal;
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| 393 | vertices[i + 1].normal = normal;
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| 394 | vertices[i + 2].normal = normal;
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| 395 | }
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| 396 |
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| 397 | return vertices;
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| 398 | }
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| 399 |
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| 400 | template<class VertexType>
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| 401 | void VulkanGame::centerObject(SceneObject<VertexType>& object) {
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| 402 | vector<VertexType>& vertices = object.vertices;
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| 403 |
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| 404 | float min_x = vertices[0].pos.x;
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| 405 | float max_x = vertices[0].pos.x;
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| 406 | float min_y = vertices[0].pos.y;
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| 407 | float max_y = vertices[0].pos.y;
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| 408 | float min_z = vertices[0].pos.z;
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| 409 | float max_z = vertices[0].pos.z;
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| 410 |
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| 411 | // start from the second point
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| 412 | for (unsigned int i = 1; i < vertices.size(); i++) {
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| 413 | vec3& pos = vertices[i].pos;
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| 414 |
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| 415 | if (min_x > pos.x) {
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| 416 | min_x = pos.x;
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| 417 | }
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| 418 | else if (max_x < pos.x) {
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| 419 | max_x = pos.x;
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| 420 | }
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| 421 |
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| 422 | if (min_y > pos.y) {
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| 423 | min_y = pos.y;
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| 424 | }
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| 425 | else if (max_y < pos.y) {
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| 426 | max_y = pos.y;
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| 427 | }
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| 428 |
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| 429 | if (min_z > pos.z) {
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| 430 | min_z = pos.z;
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| 431 | }
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| 432 | else if (max_z < pos.z) {
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| 433 | max_z = pos.z;
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| 434 | }
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| 435 | }
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| 436 |
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| 437 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
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| 438 |
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| 439 | for (unsigned int i = 0; i < vertices.size(); i++) {
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| 440 | vertices[i].pos -= center;
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| 441 | }
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| 442 |
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| 443 | object.radius = std::max(max_x - center.x, max_y - center.y);
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| 444 | object.radius = std::max(object.radius, max_z - center.z);
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| 445 |
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| 446 | object.center = vec3(0.0f, 0.0f, 0.0f);
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| 447 | }
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| 448 |
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| 449 | #endif // _SDL_GAME_H
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