[99d44b2] | 1 | #ifndef _VULKAN_GAME_H
|
---|
| 2 | #define _VULKAN_GAME_H
|
---|
[e8ebc76] | 3 |
|
---|
[0807aeb] | 4 | #include <chrono>
|
---|
| 5 |
|
---|
[60578ce] | 6 | #define GLM_FORCE_RADIANS
|
---|
| 7 | #define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
|
---|
[a79be34] | 8 | #define GLM_FORCE_RIGHT_HANDED
|
---|
[60578ce] | 9 |
|
---|
[771b33a] | 10 | #include <glm/glm.hpp>
|
---|
[15104a8] | 11 | #include <glm/gtc/matrix_transform.hpp>
|
---|
[771b33a] | 12 |
|
---|
[0df3c9a] | 13 | #include "game-gui-sdl.hpp"
|
---|
[7d2b0b9] | 14 | #include "graphics-pipeline_vulkan.hpp"
|
---|
[0df3c9a] | 15 |
|
---|
[b794178] | 16 | #include "vulkan-utils.hpp"
|
---|
| 17 |
|
---|
[15104a8] | 18 | using namespace glm;
|
---|
[0807aeb] | 19 | using namespace std::chrono;
|
---|
[15104a8] | 20 |
|
---|
[2e77b3f] | 21 | #ifdef NDEBUG
|
---|
| 22 | const bool ENABLE_VALIDATION_LAYERS = false;
|
---|
| 23 | #else
|
---|
| 24 | const bool ENABLE_VALIDATION_LAYERS = true;
|
---|
| 25 | #endif
|
---|
| 26 |
|
---|
[5a1ace0] | 27 | struct OverlayVertex {
|
---|
[15104a8] | 28 | vec3 pos;
|
---|
| 29 | vec2 texCoord;
|
---|
[771b33a] | 30 | };
|
---|
| 31 |
|
---|
[5a1ace0] | 32 | struct ModelVertex {
|
---|
[15104a8] | 33 | vec3 pos;
|
---|
[5a1ace0] | 34 | vec3 color;
|
---|
[15104a8] | 35 | vec2 texCoord;
|
---|
[5a1ace0] | 36 | unsigned int objIndex;
|
---|
[15104a8] | 37 | };
|
---|
| 38 |
|
---|
[3782d66] | 39 | struct ShipVertex {
|
---|
| 40 | vec3 pos;
|
---|
| 41 | vec3 color;
|
---|
[06d959f] | 42 | vec3 normal;
|
---|
[cf727ca] | 43 | unsigned int objIndex;
|
---|
[3782d66] | 44 | };
|
---|
| 45 |
|
---|
[3e8cc8b] | 46 | struct AsteroidVertex {
|
---|
| 47 | vec3 pos;
|
---|
| 48 | vec3 color;
|
---|
| 49 | vec3 normal;
|
---|
| 50 | unsigned int objIndex;
|
---|
| 51 | };
|
---|
| 52 |
|
---|
[0fe8433] | 53 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
|
---|
| 54 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
|
---|
[2d87297] | 55 | template<class VertexType, class SSBOType>
|
---|
[0fe8433] | 56 | struct SceneObject {
|
---|
| 57 | vector<VertexType> vertices;
|
---|
| 58 | vector<uint16_t> indices;
|
---|
[2d87297] | 59 | SSBOType ssbo;
|
---|
[0fe8433] | 60 |
|
---|
| 61 | mat4 model_base;
|
---|
| 62 | mat4 model_transform;
|
---|
[3b84bb6] | 63 | vec3 center;
|
---|
| 64 | float radius;
|
---|
[0fe8433] | 65 | };
|
---|
| 66 |
|
---|
[055750a] | 67 | struct UBO_VP_mats {
|
---|
[15104a8] | 68 | alignas(16) mat4 view;
|
---|
| 69 | alignas(16) mat4 proj;
|
---|
[771b33a] | 70 | };
|
---|
| 71 |
|
---|
[2d87297] | 72 | struct SSBO_ModelObject {
|
---|
[055750a] | 73 | alignas(16) mat4 model;
|
---|
| 74 | };
|
---|
| 75 |
|
---|
[2d87297] | 76 | struct SSBO_Asteroid {
|
---|
[3e8cc8b] | 77 | alignas(16) mat4 model;
|
---|
| 78 | alignas(4) float hp;
|
---|
[4ece3bf] | 79 | alignas(4) unsigned int deleted;
|
---|
[3e8cc8b] | 80 | };
|
---|
| 81 |
|
---|
[2da64ef] | 82 | // Have to figure out how to include an optional ssbo parameter for each object
|
---|
| 83 | // Could probably use the same approach to make indices optional
|
---|
| 84 |
|
---|
[99d44b2] | 85 | class VulkanGame {
|
---|
[e8ebc76] | 86 | public:
|
---|
[34bdf3a] | 87 | VulkanGame(int maxFramesInFlight);
|
---|
[99d44b2] | 88 | ~VulkanGame();
|
---|
[0df3c9a] | 89 |
|
---|
[b6e60b4] | 90 | void run(int width, int height, unsigned char guiFlags);
|
---|
[0df3c9a] | 91 |
|
---|
| 92 | private:
|
---|
[34bdf3a] | 93 | const int MAX_FRAMES_IN_FLIGHT;
|
---|
| 94 |
|
---|
[5ab1b20] | 95 | const float NEAR_CLIP = 0.1f;
|
---|
| 96 | const float FAR_CLIP = 100.0f;
|
---|
[60578ce] | 97 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
|
---|
[5ab1b20] | 98 |
|
---|
[15104a8] | 99 | vec3 cam_pos;
|
---|
| 100 |
|
---|
[0df3c9a] | 101 | GameGui* gui;
|
---|
[c559904] | 102 |
|
---|
| 103 | SDL_version sdlVersion;
|
---|
[b794178] | 104 | SDL_Window* window = nullptr;
|
---|
| 105 | SDL_Renderer* renderer = nullptr;
|
---|
| 106 |
|
---|
| 107 | SDL_Texture* uiOverlay = nullptr;
|
---|
[c1d9b2a] | 108 |
|
---|
| 109 | VkInstance instance;
|
---|
| 110 | VkDebugUtilsMessengerEXT debugMessenger;
|
---|
[fe5c3ba] | 111 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
|
---|
[90a424f] | 112 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
|
---|
[c1c2021] | 113 | VkDevice device;
|
---|
| 114 |
|
---|
| 115 | VkQueue graphicsQueue;
|
---|
| 116 | VkQueue presentQueue;
|
---|
[0df3c9a] | 117 |
|
---|
[502bd0b] | 118 | VkSwapchainKHR swapChain;
|
---|
| 119 | vector<VkImage> swapChainImages;
|
---|
| 120 | VkFormat swapChainImageFormat;
|
---|
[603b5bc] | 121 | VkExtent2D swapChainExtent;
|
---|
[f94eea9] | 122 | vector<VkImageView> swapChainImageViews;
|
---|
[603b5bc] | 123 | vector<VkFramebuffer> swapChainFramebuffers;
|
---|
[fa9fa1c] | 124 |
|
---|
[6fc24c7] | 125 | VkRenderPass renderPass;
|
---|
[fa9fa1c] | 126 | VkCommandPool commandPool;
|
---|
[603b5bc] | 127 | vector<VkCommandBuffer> commandBuffers;
|
---|
[502bd0b] | 128 |
|
---|
[603b5bc] | 129 | VulkanImage depthImage;
|
---|
[b794178] | 130 |
|
---|
| 131 | VkSampler textureSampler;
|
---|
| 132 |
|
---|
[0fe8433] | 133 | VulkanImage floorTextureImage;
|
---|
| 134 | VkDescriptorImageInfo floorTextureImageDescriptor;
|
---|
| 135 |
|
---|
| 136 | VulkanImage sdlOverlayImage;
|
---|
| 137 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
|
---|
| 138 |
|
---|
| 139 | TTF_Font* font;
|
---|
| 140 | SDL_Texture* fontSDLTexture;
|
---|
| 141 |
|
---|
| 142 | SDL_Texture* imageSDLTexture;
|
---|
| 143 |
|
---|
| 144 | vector<VkSemaphore> imageAvailableSemaphores;
|
---|
| 145 | vector<VkSemaphore> renderFinishedSemaphores;
|
---|
| 146 | vector<VkFence> inFlightFences;
|
---|
| 147 |
|
---|
| 148 | size_t currentFrame;
|
---|
| 149 |
|
---|
| 150 | bool framebufferResized;
|
---|
| 151 |
|
---|
[2d87297] | 152 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
|
---|
| 153 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
|
---|
[0fe8433] | 154 |
|
---|
[860a0da] | 155 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
|
---|
| 156 | // per pipeline.
|
---|
| 157 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
|
---|
| 158 | // the objects vector, the ubo, and the ssbo
|
---|
| 159 |
|
---|
[2d87297] | 160 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
|
---|
| 161 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
|
---|
[0fe8433] | 162 |
|
---|
[d25381b] | 163 | vector<VkBuffer> uniformBuffers_modelPipeline;
|
---|
| 164 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
|
---|
| 165 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
|
---|
[b794178] | 166 |
|
---|
[0fe8433] | 167 | UBO_VP_mats object_VP_mats;
|
---|
| 168 |
|
---|
[2d87297] | 169 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
|
---|
| 170 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
|
---|
[0fe8433] | 171 |
|
---|
[3782d66] | 172 | vector<VkBuffer> uniformBuffers_shipPipeline;
|
---|
| 173 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
|
---|
| 174 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
|
---|
| 175 |
|
---|
[0fe8433] | 176 | UBO_VP_mats ship_VP_mats;
|
---|
[0e09340] | 177 |
|
---|
[2d87297] | 178 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
|
---|
| 179 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
|
---|
[3e8cc8b] | 180 |
|
---|
| 181 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
|
---|
| 182 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
|
---|
| 183 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
|
---|
| 184 |
|
---|
| 185 | UBO_VP_mats asteroid_VP_mats;
|
---|
| 186 |
|
---|
[0807aeb] | 187 | time_point<steady_clock> startTime;
|
---|
| 188 | float curTime, prevTime, elapsedTime;
|
---|
| 189 |
|
---|
| 190 | float shipSpeed = 0.5f;
|
---|
| 191 | float asteroidSpeed = 2.0f;
|
---|
| 192 |
|
---|
| 193 | float spawnRate_asteroid = 0.5;
|
---|
| 194 | float lastSpawn_asteroid;
|
---|
[4ece3bf] | 195 |
|
---|
[b6e60b4] | 196 | bool initWindow(int width, int height, unsigned char guiFlags);
|
---|
[0df3c9a] | 197 | void initVulkan();
|
---|
[f97c5e7] | 198 | void initGraphicsPipelines();
|
---|
[15104a8] | 199 | void initMatrices();
|
---|
[0df3c9a] | 200 | void mainLoop();
|
---|
[8e02b6b] | 201 | void updateScene(uint32_t currentImage);
|
---|
[a0c5f28] | 202 | void renderUI();
|
---|
| 203 | void renderScene();
|
---|
[0df3c9a] | 204 | void cleanup();
|
---|
[c1d9b2a] | 205 |
|
---|
| 206 | void createVulkanInstance(const vector<const char*> &validationLayers);
|
---|
| 207 | void setupDebugMessenger();
|
---|
| 208 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
|
---|
[90a424f] | 209 | void createVulkanSurface();
|
---|
[fe5c3ba] | 210 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
|
---|
[fa9fa1c] | 211 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
|
---|
[c1c2021] | 212 | void createLogicalDevice(
|
---|
| 213 | const vector<const char*> validationLayers,
|
---|
| 214 | const vector<const char*>& deviceExtensions);
|
---|
[502bd0b] | 215 | void createSwapChain();
|
---|
[f94eea9] | 216 | void createImageViews();
|
---|
[6fc24c7] | 217 | void createRenderPass();
|
---|
| 218 | VkFormat findDepthFormat();
|
---|
[fa9fa1c] | 219 | void createCommandPool();
|
---|
[603b5bc] | 220 | void createImageResources();
|
---|
| 221 |
|
---|
[b794178] | 222 | void createTextureSampler();
|
---|
[603b5bc] | 223 | void createFramebuffers();
|
---|
| 224 | void createCommandBuffers();
|
---|
[34bdf3a] | 225 | void createSyncObjects();
|
---|
[f94eea9] | 226 |
|
---|
[2d87297] | 227 | template<class VertexType, class SSBOType>
|
---|
| 228 | void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
|
---|
| 229 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
|
---|
[3b84bb6] | 230 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
|
---|
| 231 | bool pipelinesCreated);
|
---|
[0fe8433] | 232 |
|
---|
[2da64ef] | 233 | template<class VertexType, class SSBOType>
|
---|
| 234 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
|
---|
| 235 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
|
---|
| 236 |
|
---|
[06d959f] | 237 | template<class VertexType>
|
---|
| 238 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
|
---|
| 239 |
|
---|
[cf727ca] | 240 | template<class VertexType>
|
---|
| 241 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
|
---|
| 242 |
|
---|
[3b84bb6] | 243 | template<class VertexType, class SSBOType>
|
---|
| 244 | void centerObject(SceneObject<VertexType, SSBOType>& object);
|
---|
[a79be34] | 245 |
|
---|
[055750a] | 246 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
|
---|
| 247 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
|
---|
[f97c5e7] | 248 |
|
---|
[d2d9286] | 249 | void recreateSwapChain();
|
---|
| 250 |
|
---|
[c1c2021] | 251 | void cleanupSwapChain();
|
---|
[c1d9b2a] | 252 |
|
---|
| 253 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
|
---|
| 254 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
|
---|
| 255 | VkDebugUtilsMessageTypeFlagsEXT messageType,
|
---|
| 256 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
|
---|
| 257 | void* pUserData);
|
---|
[e8ebc76] | 258 | };
|
---|
| 259 |
|
---|
[3b84bb6] | 260 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
|
---|
| 261 | // and to change the model matrix later by setting model_transform and then calling updateObject()
|
---|
| 262 | // Figure out a better way to allow the model matrix to be set during objecting creation
|
---|
[2d87297] | 263 | template<class VertexType, class SSBOType>
|
---|
| 264 | void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
|
---|
| 265 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
|
---|
[3b84bb6] | 266 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
|
---|
| 267 | bool pipelinesCreated) {
|
---|
[0fe8433] | 268 | size_t numVertices = pipeline.getNumVertices();
|
---|
| 269 |
|
---|
| 270 | for (uint16_t& idx : indices) {
|
---|
| 271 | idx += numVertices;
|
---|
| 272 | }
|
---|
| 273 |
|
---|
[2d87297] | 274 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
|
---|
[3b84bb6] | 275 | centerObject(objects.back());
|
---|
| 276 |
|
---|
| 277 | bool storageBufferResized = pipeline.addObject(vertices, indices, ssbo, commandPool, graphicsQueue);
|
---|
[0fe8433] | 278 |
|
---|
[3b84bb6] | 279 | if (pipelinesCreated) {
|
---|
[44f23af] | 280 | vkDeviceWaitIdle(device);
|
---|
| 281 | vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
|
---|
| 282 |
|
---|
| 283 | // TODO: The pipeline recreation only has to be done once per frame where at least
|
---|
| 284 | // one SSBO is resized.
|
---|
| 285 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
|
---|
| 286 | // are created and then recreate each of the corresponding pipelines only once per frame
|
---|
[3b84bb6] | 287 | if (storageBufferResized) {
|
---|
[44f23af] | 288 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
|
---|
| 289 | pipeline.createDescriptorPool(swapChainImages);
|
---|
| 290 | pipeline.createDescriptorSets(swapChainImages);
|
---|
[3b84bb6] | 291 | }
|
---|
| 292 |
|
---|
| 293 | createCommandBuffers();
|
---|
| 294 | }
|
---|
[0fe8433] | 295 | }
|
---|
| 296 |
|
---|
[0807aeb] | 297 | // TODO: Just pass in the single object instead of a list of all of them
|
---|
[2da64ef] | 298 | template<class VertexType, class SSBOType>
|
---|
| 299 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
|
---|
| 300 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
|
---|
| 301 | SceneObject<VertexType, SSBOType>& obj = objects[index];
|
---|
| 302 |
|
---|
| 303 | obj.ssbo.model = obj.model_transform * obj.model_base;
|
---|
| 304 |
|
---|
| 305 | // could probably re-calculate the object center here based on model
|
---|
| 306 | // I think the center should be calculated by using model * vec3(0, 0, 0)
|
---|
| 307 | // model_base is currently only used to set the original location of the ship and asteroids
|
---|
| 308 |
|
---|
| 309 | pipeline.updateObject(index, obj.ssbo);
|
---|
| 310 | }
|
---|
| 311 |
|
---|
[06d959f] | 312 | template<class VertexType>
|
---|
| 313 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
---|
| 314 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
---|
| 315 | vec3 p1 = vertices[i].pos;
|
---|
| 316 | vec3 p2 = vertices[i+1].pos;
|
---|
| 317 | vec3 p3 = vertices[i+2].pos;
|
---|
| 318 |
|
---|
[a79be34] | 319 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
---|
[06d959f] | 320 |
|
---|
| 321 | // Add the same normal for all 3 vertices
|
---|
| 322 | vertices[i].normal = normal;
|
---|
| 323 | vertices[i+1].normal = normal;
|
---|
| 324 | vertices[i+2].normal = normal;
|
---|
| 325 | }
|
---|
| 326 |
|
---|
| 327 | return vertices;
|
---|
| 328 | }
|
---|
| 329 |
|
---|
[cf727ca] | 330 | template<class VertexType>
|
---|
| 331 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
---|
| 332 | for (VertexType& vertex : vertices) {
|
---|
| 333 | vertex.objIndex = objIndex;
|
---|
| 334 | }
|
---|
| 335 |
|
---|
| 336 | return vertices;
|
---|
| 337 | }
|
---|
| 338 |
|
---|
[3b84bb6] | 339 | template<class VertexType, class SSBOType>
|
---|
| 340 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
|
---|
| 341 | vector<VertexType>& vertices = object.vertices;
|
---|
| 342 |
|
---|
[a79be34] | 343 | float min_x = vertices[0].pos.x;
|
---|
| 344 | float max_x = vertices[0].pos.x;
|
---|
| 345 | float min_y = vertices[0].pos.y;
|
---|
| 346 | float max_y = vertices[0].pos.y;
|
---|
| 347 | float min_z = vertices[0].pos.z;
|
---|
| 348 | float max_z = vertices[0].pos.z;
|
---|
| 349 |
|
---|
| 350 | // start from the second point
|
---|
| 351 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
---|
[3b84bb6] | 352 | vec3& pos = vertices[i].pos;
|
---|
| 353 |
|
---|
| 354 | if (min_x > pos.x) {
|
---|
| 355 | min_x = pos.x;
|
---|
| 356 | } else if (max_x < pos.x) {
|
---|
| 357 | max_x = pos.x;
|
---|
[a79be34] | 358 | }
|
---|
| 359 |
|
---|
[3b84bb6] | 360 | if (min_y > pos.y) {
|
---|
| 361 | min_y = pos.y;
|
---|
| 362 | } else if (max_y < pos.y) {
|
---|
| 363 | max_y = pos.y;
|
---|
[a79be34] | 364 | }
|
---|
| 365 |
|
---|
[3b84bb6] | 366 | if (min_z > pos.z) {
|
---|
| 367 | min_z = pos.z;
|
---|
| 368 | } else if (max_z < pos.z) {
|
---|
| 369 | max_z = pos.z;
|
---|
[a79be34] | 370 | }
|
---|
| 371 | }
|
---|
| 372 |
|
---|
| 373 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
---|
| 374 |
|
---|
| 375 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
---|
| 376 | vertices[i].pos -= center;
|
---|
| 377 | }
|
---|
| 378 |
|
---|
[3b84bb6] | 379 | object.radius = std::max(center.x, center.y);
|
---|
| 380 | object.radius = std::max(object.radius, center.z);
|
---|
| 381 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
---|
[a79be34] | 382 | }
|
---|
| 383 |
|
---|
[3b84bb6] | 384 | #endif // _VULKAN_GAME_H
|
---|