[99d44b2] | 1 | #ifndef _VULKAN_GAME_H
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| 2 | #define _VULKAN_GAME_H
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[e8ebc76] | 3 |
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[aa7707d] | 4 | #include <algorithm>
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[0807aeb] | 5 | #include <chrono>
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[e1f88a9] | 6 | #include <map>
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[5192672] | 7 | #include <vector>
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[0807aeb] | 8 |
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[20e4c2b] | 9 | #include <vulkan/vulkan.h>
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| 10 |
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| 11 | #include <SDL2/SDL.h>
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| 12 | #include <SDL2/SDL_ttf.h>
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| 13 |
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[60578ce] | 14 | #define GLM_FORCE_RADIANS
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| 15 | #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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[a79be34] | 16 | #define GLM_FORCE_RIGHT_HANDED
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[60578ce] | 17 |
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[771b33a] | 18 | #include <glm/glm.hpp>
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[15104a8] | 19 | #include <glm/gtc/matrix_transform.hpp>
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[771b33a] | 20 |
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[ea2b4dc] | 21 | #include "IMGUI/imgui_impl_vulkan.h"
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| 22 |
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[6bfd91c] | 23 | #include "consts.hpp"
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[4e705d6] | 24 | #include "vulkan-utils.hpp"
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[7d2b0b9] | 25 | #include "graphics-pipeline_vulkan.hpp"
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[0df3c9a] | 26 |
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[4e705d6] | 27 | #include "game-gui-sdl.hpp"
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[b794178] | 28 |
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[15104a8] | 29 | using namespace glm;
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[0807aeb] | 30 | using namespace std::chrono;
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[15104a8] | 31 |
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[2e77b3f] | 32 | #ifdef NDEBUG
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| 33 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 34 | #else
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| 35 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 36 | #endif
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| 37 |
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[5a1ace0] | 38 | struct OverlayVertex {
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[15104a8] | 39 | vec3 pos;
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| 40 | vec2 texCoord;
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[771b33a] | 41 | };
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| 42 |
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[5a1ace0] | 43 | struct ModelVertex {
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[15104a8] | 44 | vec3 pos;
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[5a1ace0] | 45 | vec3 color;
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[15104a8] | 46 | vec2 texCoord;
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[5a1ace0] | 47 | unsigned int objIndex;
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[15104a8] | 48 | };
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| 49 |
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[3782d66] | 50 | struct ShipVertex {
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| 51 | vec3 pos;
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| 52 | vec3 color;
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[06d959f] | 53 | vec3 normal;
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[cf727ca] | 54 | unsigned int objIndex;
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[3782d66] | 55 | };
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| 56 |
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[3e8cc8b] | 57 | struct AsteroidVertex {
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| 58 | vec3 pos;
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| 59 | vec3 color;
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| 60 | vec3 normal;
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| 61 | unsigned int objIndex;
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| 62 | };
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| 63 |
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[237cbec] | 64 | struct LaserVertex {
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| 65 | vec3 pos;
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| 66 | vec2 texCoord;
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| 67 | unsigned int objIndex;
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| 68 | };
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| 69 |
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[4a9416a] | 70 | struct ExplosionVertex {
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| 71 | vec3 particleStartVelocity;
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| 72 | float particleStartTime;
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| 73 | unsigned int objIndex;
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| 74 | };
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| 75 |
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[2d87297] | 76 | struct SSBO_ModelObject {
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[055750a] | 77 | alignas(16) mat4 model;
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| 78 | };
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| 79 |
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[2d87297] | 80 | struct SSBO_Asteroid {
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[3e8cc8b] | 81 | alignas(16) mat4 model;
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| 82 | alignas(4) float hp;
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[4ece3bf] | 83 | alignas(4) unsigned int deleted;
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[3e8cc8b] | 84 | };
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| 85 |
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[237cbec] | 86 | struct SSBO_Laser {
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| 87 | alignas(16) mat4 model;
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| 88 | alignas(4) vec3 color;
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| 89 | alignas(4) unsigned int deleted;
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| 90 | };
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| 91 |
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[4a9416a] | 92 | struct SSBO_Explosion {
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| 93 | alignas(16) mat4 model;
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| 94 | alignas(4) float explosionStartTime;
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| 95 | alignas(4) float explosionDuration;
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| 96 | alignas(4) unsigned int deleted;
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| 97 | };
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| 98 |
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[52a02e6] | 99 | struct UBO_VP_mats {
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| 100 | alignas(16) mat4 view;
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| 101 | alignas(16) mat4 proj;
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| 102 | };
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| 103 |
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[4a9416a] | 104 | struct UBO_Explosion {
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| 105 | alignas(16) mat4 view;
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| 106 | alignas(16) mat4 proj;
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| 107 | alignas(4) float cur_time;
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| 108 | };
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| 109 |
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[4994692] | 110 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 111 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 112 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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| 113 | template<class VertexType, class SSBOType>
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| 114 | struct SceneObject {
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| 115 | vector<VertexType> vertices;
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| 116 | vector<uint16_t> indices;
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| 117 | SSBOType ssbo;
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| 118 |
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| 119 | mat4 model_base;
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| 120 | mat4 model_transform;
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| 121 |
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[5ba732a] | 122 | bool modified;
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| 123 |
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[4994692] | 124 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 125 | // parent class
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| 126 | vec3 center; // currently only matters for asteroids
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| 127 | float radius; // currently only matters for asteroids
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[3950236] | 128 | SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
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[4994692] | 129 | };
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| 130 |
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| 131 | // TODO: Have to figure out how to include an optional ssbo parameter for each object
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[2da64ef] | 132 | // Could probably use the same approach to make indices optional
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[4994692] | 133 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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| 134 | // them mamdatory
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[2da64ef] | 135 |
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[7297892] | 136 |
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| 137 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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| 138 |
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| 139 | struct BaseEffectOverTime {
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| 140 | bool deleted;
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| 141 |
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[5192672] | 142 | virtual void applyEffect(float curTime) = 0;
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[7297892] | 143 |
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| 144 | BaseEffectOverTime() :
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| 145 | deleted(false) {
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| 146 | }
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| 147 |
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| 148 | virtual ~BaseEffectOverTime() {
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| 149 | }
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| 150 | };
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| 151 |
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| 152 | template<class VertexType, class SSBOType>
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| 153 | struct EffectOverTime : public BaseEffectOverTime {
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| 154 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
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| 155 | vector<SceneObject<VertexType, SSBOType>>& objects;
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| 156 | unsigned int objectIndex;
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| 157 | size_t effectedFieldOffset;
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| 158 | float startValue;
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| 159 | float startTime;
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| 160 | float changePerSecond;
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| 161 |
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| 162 | EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 163 | vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
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[5192672] | 164 | size_t effectedFieldOffset, float startTime, float changePerSecond) :
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[7297892] | 165 | pipeline(pipeline),
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| 166 | objects(objects),
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| 167 | objectIndex(objectIndex),
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| 168 | effectedFieldOffset(effectedFieldOffset),
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[5192672] | 169 | startTime(startTime),
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[7297892] | 170 | changePerSecond(changePerSecond) {
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| 171 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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| 172 |
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| 173 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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| 174 | ssboOffset + effectedFieldOffset;
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| 175 |
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| 176 | startValue = *reinterpret_cast<float*>(effectedFieldPtr);
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| 177 | }
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| 178 |
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[5192672] | 179 | void applyEffect(float curTime) {
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[7297892] | 180 | if (objects[objectIndex].ssbo.deleted) {
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| 181 | this->deleted = true;
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| 182 | return;
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| 183 | }
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| 184 |
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| 185 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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| 186 |
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| 187 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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| 188 | ssboOffset + effectedFieldOffset;
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| 189 |
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| 190 | *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
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| 191 |
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| 192 | objects[objectIndex].modified = true;
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| 193 | }
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| 194 | };
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| 195 |
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[20e4c2b] | 196 | enum UIValueType {
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| 197 | UIVALUE_INT,
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| 198 | UIVALUE_DOUBLE,
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| 199 | };
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| 200 |
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| 201 | struct UIValue {
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| 202 | UIValueType type;
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| 203 | string label;
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| 204 | void* value;
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| 205 |
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| 206 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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| 207 | };
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| 208 |
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[99d44b2] | 209 | class VulkanGame {
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[e8ebc76] | 210 | public:
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[3f32dfd] | 211 | VulkanGame();
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[99d44b2] | 212 | ~VulkanGame();
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[0df3c9a] | 213 |
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[b6e60b4] | 214 | void run(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 215 |
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[4e705d6] | 216 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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| 217 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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| 218 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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| 219 | GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
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| 220 | GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
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| 221 |
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[0df3c9a] | 222 | private:
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[c324d6a] | 223 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 224 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 225 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 226 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 227 | void* pUserData);
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| 228 |
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[5ab1b20] | 229 | const float NEAR_CLIP = 0.1f;
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| 230 | const float FAR_CLIP = 100.0f;
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[60578ce] | 231 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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[5ab1b20] | 232 |
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[4a9416a] | 233 | const int EXPLOSION_PARTICLE_COUNT = 300;
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| 234 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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| 235 |
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[c6f0793] | 236 | bool done;
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[e1f88a9] | 237 |
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[15104a8] | 238 | vec3 cam_pos;
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| 239 |
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[4e705d6] | 240 | // TODO: Good place to start using smart pointers
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[0df3c9a] | 241 | GameGui* gui;
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[c559904] | 242 |
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| 243 | SDL_version sdlVersion;
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[b794178] | 244 | SDL_Window* window = nullptr;
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[c1d9b2a] | 245 |
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| 246 | VkInstance instance;
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| 247 | VkDebugUtilsMessengerEXT debugMessenger;
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[fe5c3ba] | 248 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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[90a424f] | 249 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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[c1c2021] | 250 | VkDevice device;
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| 251 |
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| 252 | VkQueue graphicsQueue;
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| 253 | VkQueue presentQueue;
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[0df3c9a] | 254 |
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[3f32dfd] | 255 | // TODO: Maybe make a swapchain struct for convenience
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| 256 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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| 257 | VkPresentModeKHR swapChainPresentMode;
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| 258 | VkExtent2D swapChainExtent;
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| 259 | uint32_t swapChainMinImageCount;
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[c324d6a] | 260 | uint32_t swapChainImageCount;
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[502bd0b] | 261 | VkSwapchainKHR swapChain;
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| 262 | vector<VkImage> swapChainImages;
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[f94eea9] | 263 | vector<VkImageView> swapChainImageViews;
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[603b5bc] | 264 | vector<VkFramebuffer> swapChainFramebuffers;
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[fa9fa1c] | 265 |
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[6fc24c7] | 266 | VkRenderPass renderPass;
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[3f32dfd] | 267 |
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| 268 | VkCommandPool resourceCommandPool;
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| 269 |
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[9c0a614] | 270 | vector<VkCommandPool> commandPools;
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[603b5bc] | 271 | vector<VkCommandBuffer> commandBuffers;
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[502bd0b] | 272 |
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[603b5bc] | 273 | VulkanImage depthImage;
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[b794178] | 274 |
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[3f32dfd] | 275 | // These are per frame
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| 276 | vector<VkSemaphore> imageAcquiredSemaphores;
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| 277 | vector<VkSemaphore> renderCompleteSemaphores;
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| 278 |
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| 279 | // These are per swap chain image
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[4e705d6] | 280 | vector<VkFence> inFlightFences;
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| 281 |
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[3f32dfd] | 282 | uint32_t imageIndex;
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| 283 | uint32_t currentFrame;
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[4e705d6] | 284 |
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[28ea92f] | 285 | bool shouldRecreateSwapChain;
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[4e705d6] | 286 |
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[3b7d497] | 287 | VkDescriptorPool imguiDescriptorPool;
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| 288 |
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[b794178] | 289 | VkSampler textureSampler;
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| 290 |
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[4994692] | 291 | VulkanImage floorTextureImage;
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| 292 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 293 |
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[237cbec] | 294 | VulkanImage laserTextureImage;
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| 295 | VkDescriptorImageInfo laserTextureImageDescriptor;
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| 296 |
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[22217d4] | 297 | mat4 viewMat, projMat;
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| 298 |
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[860a0da] | 299 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 300 | // per pipeline.
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| 301 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 302 | // the objects vector, the ubo, and the ssbo
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| 303 |
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[2ba5617] | 304 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 305 | // if there is a need to add other uniform variables to one or more of the shaders
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| 306 |
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[2d87297] | 307 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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[0fe8433] | 308 |
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[d25381b] | 309 | vector<VkBuffer> uniformBuffers_modelPipeline;
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| 310 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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| 311 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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[b794178] | 312 |
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[0fe8433] | 313 | UBO_VP_mats object_VP_mats;
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| 314 |
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[2d87297] | 315 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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[0fe8433] | 316 |
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[3782d66] | 317 | vector<VkBuffer> uniformBuffers_shipPipeline;
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| 318 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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| 319 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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| 320 |
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[0fe8433] | 321 | UBO_VP_mats ship_VP_mats;
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[0e09340] | 322 |
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[2d87297] | 323 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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[3e8cc8b] | 324 |
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| 325 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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| 326 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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| 327 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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| 328 |
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| 329 | UBO_VP_mats asteroid_VP_mats;
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| 330 |
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[237cbec] | 331 | vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
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| 332 |
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| 333 | vector<VkBuffer> uniformBuffers_laserPipeline;
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| 334 | vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
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| 335 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
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| 336 |
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| 337 | UBO_VP_mats laser_VP_mats;
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| 338 |
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[4a9416a] | 339 | vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
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| 340 |
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| 341 | vector<VkBuffer> uniformBuffers_explosionPipeline;
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| 342 | vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
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| 343 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
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| 344 |
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| 345 | UBO_Explosion explosion_UBO;
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| 346 |
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[7297892] | 347 | vector<BaseEffectOverTime*> effects;
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| 348 |
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[0807aeb] | 349 | float shipSpeed = 0.5f;
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| 350 | float asteroidSpeed = 2.0f;
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| 351 |
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| 352 | float spawnRate_asteroid = 0.5;
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| 353 | float lastSpawn_asteroid;
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[4ece3bf] | 354 |
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[1f81ecc] | 355 | unsigned int leftLaserIdx = -1;
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[7297892] | 356 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
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[1f81ecc] | 357 |
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| 358 | unsigned int rightLaserIdx = -1;
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[7297892] | 359 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
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[1f81ecc] | 360 |
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[20e4c2b] | 361 | /*** High-level vars ***/
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| 362 |
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| 363 | void (VulkanGame::* currentRenderScreenFn)();
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| 364 |
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| 365 | map<string, vector<UIValue>> valueLists;
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| 366 |
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| 367 | int score;
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| 368 | float fps;
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| 369 |
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| 370 | // TODO: Make a separate TImer class
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| 371 | // It could also deal with the steady_clock vs high_resolution_clock issue
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| 372 | time_point<steady_clock> startTime;
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| 373 | float fpsStartTime, curTime, prevTime, elapsedTime;
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| 374 |
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| 375 | int frameCount;
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| 376 |
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| 377 | /*** Functions ***/
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| 378 |
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[4e705d6] | 379 | bool initUI(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 380 | void initVulkan();
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[f97c5e7] | 381 | void initGraphicsPipelines();
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[15104a8] | 382 | void initMatrices();
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[20e4c2b] | 383 | void renderLoop();
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[3f32dfd] | 384 | void updateScene();
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[0df3c9a] | 385 | void cleanup();
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[c1d9b2a] | 386 |
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[c324d6a] | 387 | void createVulkanInstance(const vector<const char*>& validationLayers);
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[c1d9b2a] | 388 | void setupDebugMessenger();
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| 389 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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[90a424f] | 390 | void createVulkanSurface();
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[fe5c3ba] | 391 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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[fa9fa1c] | 392 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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[c324d6a] | 393 | void createLogicalDevice(const vector<const char*>& validationLayers,
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[c1c2021] | 394 | const vector<const char*>& deviceExtensions);
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[3f32dfd] | 395 | void chooseSwapChainProperties();
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[502bd0b] | 396 | void createSwapChain();
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[f94eea9] | 397 | void createImageViews();
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[6fc24c7] | 398 | void createRenderPass();
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[3f32dfd] | 399 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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| 400 | void createResourceCommandPool();
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[9c0a614] | 401 | void createCommandPools();
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[603b5bc] | 402 | void createImageResources();
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| 403 | void createFramebuffers();
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| 404 | void createCommandBuffers();
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[34bdf3a] | 405 | void createSyncObjects();
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[f94eea9] | 406 |
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[3f32dfd] | 407 | void createTextureSampler();
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| 408 |
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[3b7d497] | 409 | void createImguiDescriptorPool();
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| 410 | void destroyImguiDescriptorPool();
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| 411 |
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[4994692] | 412 | // TODO: Since addObject() returns a reference to the new object now,
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| 413 | // stop using objects.back() to access the object that was just created
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[2d87297] | 414 | template<class VertexType, class SSBOType>
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[4994692] | 415 | SceneObject<VertexType, SSBOType>& addObject(
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| 416 | vector<SceneObject<VertexType, SSBOType>>& objects,
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| 417 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 418 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 419 | bool pipelinesCreated);
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[0fe8433] | 420 |
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[2da64ef] | 421 | template<class VertexType, class SSBOType>
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| 422 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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[4994692] | 423 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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[2da64ef] | 424 |
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[1f81ecc] | 425 | template<class VertexType, class SSBOType>
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| 426 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 427 | SceneObject<VertexType, SSBOType>& obj, size_t index);
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| 428 |
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[06d959f] | 429 | template<class VertexType>
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| 430 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 431 |
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[cf727ca] | 432 | template<class VertexType>
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| 433 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 434 |
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[3b84bb6] | 435 | template<class VertexType, class SSBOType>
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| 436 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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[a79be34] | 437 |
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[52a02e6] | 438 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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| 439 | void translateLaser(size_t index, const vec3& translation);
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| 440 | void updateLaserTarget(size_t index);
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| 441 | bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
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| 442 | vec3& start, vec3& end, vec3& intersection);
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| 443 |
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[4a9416a] | 444 | void addExplosion(mat4 model_mat, float duration, float cur_time);
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| 445 |
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[055750a] | 446 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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[4994692] | 447 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
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| 448 | vector<VkDescriptorBufferInfo>& bufferInfoList);
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[f97c5e7] | 449 |
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[ea2b4dc] | 450 | void renderFrame(ImDrawData* draw_data);
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[4e2c709] | 451 | void presentFrame();
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| 452 |
|
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[d2d9286] | 453 | void recreateSwapChain();
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| 454 |
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[c1c2021] | 455 | void cleanupSwapChain();
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[20e4c2b] | 456 |
|
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| 457 | /*** High-level functions ***/
|
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| 458 |
|
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| 459 | void renderMainScreen();
|
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| 460 | void renderGameScreen();
|
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| 461 |
|
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| 462 | void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
|
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| 463 | void renderGuiValueList(vector<UIValue>& values);
|
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| 464 |
|
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| 465 | void goToScreen(void (VulkanGame::* renderScreenFn)());
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| 466 | void quitGame();
|
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[e8ebc76] | 467 | };
|
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| 468 |
|
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[4a9416a] | 469 | // Start of specialized no-op functions
|
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| 470 |
|
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| 471 | template<>
|
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| 472 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
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| 473 | }
|
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| 474 |
|
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| 475 | // End of specialized no-op functions
|
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| 476 |
|
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[3b84bb6] | 477 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
|
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| 478 | // and to change the model matrix later by setting model_transform and then calling updateObject()
|
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| 479 | // Figure out a better way to allow the model matrix to be set during objecting creation
|
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[2ba5617] | 480 |
|
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| 481 | // TODO: Maybe return a reference to the object from this method if I decide that updating it
|
---|
| 482 | // immediately after creation is a good idea (such as setting model_base)
|
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| 483 | // Currently, model_base is set like this in a few places and the radius is set for asteroids
|
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| 484 | // to account for scaling
|
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[2d87297] | 485 | template<class VertexType, class SSBOType>
|
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[4994692] | 486 | SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
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| 487 | vector<SceneObject<VertexType, SSBOType>>& objects,
|
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[2d87297] | 488 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
|
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[3b84bb6] | 489 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
|
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| 490 | bool pipelinesCreated) {
|
---|
[2ba5617] | 491 | // TODO: Use the model field of ssbo to set the object's model_base
|
---|
| 492 | // currently, the passed in model is useless since it gets overridden in updateObject() anyway
|
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[0fe8433] | 493 | size_t numVertices = pipeline.getNumVertices();
|
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| 494 |
|
---|
| 495 | for (uint16_t& idx : indices) {
|
---|
| 496 | idx += numVertices;
|
---|
| 497 | }
|
---|
| 498 |
|
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[5ba732a] | 499 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
|
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[3b84bb6] | 500 |
|
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[2ba5617] | 501 | SceneObject<VertexType, SSBOType>& obj = objects.back();
|
---|
[1f81ecc] | 502 |
|
---|
[4a9416a] | 503 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
|
---|
[1f81ecc] | 504 | centerObject(obj);
|
---|
| 505 | }
|
---|
[2ba5617] | 506 |
|
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[4994692] | 507 | bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
|
---|
[9067efc] | 508 | resourceCommandPool, graphicsQueue);
|
---|
[0fe8433] | 509 |
|
---|
[3b84bb6] | 510 | if (pipelinesCreated) {
|
---|
[44f23af] | 511 | vkDeviceWaitIdle(device);
|
---|
[9c0a614] | 512 |
|
---|
| 513 | for (uint32_t i = 0; i < swapChainImageCount; i++) {
|
---|
| 514 | vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
|
---|
| 515 | }
|
---|
[44f23af] | 516 |
|
---|
| 517 | // TODO: The pipeline recreation only has to be done once per frame where at least
|
---|
| 518 | // one SSBO is resized.
|
---|
| 519 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
|
---|
| 520 | // are created and then recreate each of the corresponding pipelines only once per frame
|
---|
[3b84bb6] | 521 | if (storageBufferResized) {
|
---|
[44f23af] | 522 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
|
---|
| 523 | pipeline.createDescriptorPool(swapChainImages);
|
---|
| 524 | pipeline.createDescriptorSets(swapChainImages);
|
---|
[3b84bb6] | 525 | }
|
---|
| 526 |
|
---|
| 527 | createCommandBuffers();
|
---|
| 528 | }
|
---|
[4994692] | 529 |
|
---|
| 530 | return obj;
|
---|
[0fe8433] | 531 | }
|
---|
| 532 |
|
---|
[0807aeb] | 533 | // TODO: Just pass in the single object instead of a list of all of them
|
---|
[2da64ef] | 534 | template<class VertexType, class SSBOType>
|
---|
| 535 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
|
---|
| 536 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
|
---|
| 537 | SceneObject<VertexType, SSBOType>& obj = objects[index];
|
---|
| 538 |
|
---|
| 539 | obj.ssbo.model = obj.model_transform * obj.model_base;
|
---|
[2ba5617] | 540 | obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
---|
[2da64ef] | 541 |
|
---|
| 542 | pipeline.updateObject(index, obj.ssbo);
|
---|
[5ba732a] | 543 |
|
---|
| 544 | obj.modified = false;
|
---|
[2da64ef] | 545 | }
|
---|
| 546 |
|
---|
[1f81ecc] | 547 | template<class VertexType, class SSBOType>
|
---|
| 548 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
|
---|
| 549 | SceneObject<VertexType, SSBOType>& obj, size_t index) {
|
---|
[9067efc] | 550 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
|
---|
[1f81ecc] | 551 | }
|
---|
| 552 |
|
---|
[06d959f] | 553 | template<class VertexType>
|
---|
| 554 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
---|
| 555 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
---|
| 556 | vec3 p1 = vertices[i].pos;
|
---|
| 557 | vec3 p2 = vertices[i+1].pos;
|
---|
| 558 | vec3 p3 = vertices[i+2].pos;
|
---|
| 559 |
|
---|
[a79be34] | 560 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
---|
[06d959f] | 561 |
|
---|
| 562 | // Add the same normal for all 3 vertices
|
---|
| 563 | vertices[i].normal = normal;
|
---|
| 564 | vertices[i+1].normal = normal;
|
---|
| 565 | vertices[i+2].normal = normal;
|
---|
| 566 | }
|
---|
| 567 |
|
---|
| 568 | return vertices;
|
---|
| 569 | }
|
---|
| 570 |
|
---|
[cf727ca] | 571 | template<class VertexType>
|
---|
| 572 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
---|
| 573 | for (VertexType& vertex : vertices) {
|
---|
| 574 | vertex.objIndex = objIndex;
|
---|
| 575 | }
|
---|
| 576 |
|
---|
| 577 | return vertices;
|
---|
| 578 | }
|
---|
| 579 |
|
---|
[3b84bb6] | 580 | template<class VertexType, class SSBOType>
|
---|
| 581 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
|
---|
| 582 | vector<VertexType>& vertices = object.vertices;
|
---|
| 583 |
|
---|
[a79be34] | 584 | float min_x = vertices[0].pos.x;
|
---|
| 585 | float max_x = vertices[0].pos.x;
|
---|
| 586 | float min_y = vertices[0].pos.y;
|
---|
| 587 | float max_y = vertices[0].pos.y;
|
---|
| 588 | float min_z = vertices[0].pos.z;
|
---|
| 589 | float max_z = vertices[0].pos.z;
|
---|
| 590 |
|
---|
| 591 | // start from the second point
|
---|
| 592 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
---|
[3b84bb6] | 593 | vec3& pos = vertices[i].pos;
|
---|
| 594 |
|
---|
| 595 | if (min_x > pos.x) {
|
---|
| 596 | min_x = pos.x;
|
---|
| 597 | } else if (max_x < pos.x) {
|
---|
| 598 | max_x = pos.x;
|
---|
[a79be34] | 599 | }
|
---|
| 600 |
|
---|
[3b84bb6] | 601 | if (min_y > pos.y) {
|
---|
| 602 | min_y = pos.y;
|
---|
| 603 | } else if (max_y < pos.y) {
|
---|
| 604 | max_y = pos.y;
|
---|
[a79be34] | 605 | }
|
---|
| 606 |
|
---|
[3b84bb6] | 607 | if (min_z > pos.z) {
|
---|
| 608 | min_z = pos.z;
|
---|
| 609 | } else if (max_z < pos.z) {
|
---|
| 610 | max_z = pos.z;
|
---|
[a79be34] | 611 | }
|
---|
| 612 | }
|
---|
| 613 |
|
---|
| 614 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
---|
| 615 |
|
---|
| 616 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
---|
| 617 | vertices[i].pos -= center;
|
---|
| 618 | }
|
---|
| 619 |
|
---|
[2ba5617] | 620 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
---|
| 621 | object.radius = std::max(object.radius, max_z - center.z);
|
---|
| 622 |
|
---|
[3b84bb6] | 623 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
---|
[a79be34] | 624 | }
|
---|
| 625 |
|
---|
[3b84bb6] | 626 | #endif // _VULKAN_GAME_H
|
---|