source: opengl-game/vulkan-game.hpp@ 40eb092

feature/imgui-sdl
Last change on this file since 40eb092 was 5192672, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Add ui-value\.hpp to the VulkanGame project and make curTime an instance variable of VulkanGame instead of a global

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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[aa7707d]4#include <algorithm>
[0807aeb]5#include <chrono>
[e1f88a9]6#include <map>
[5192672]7#include <vector>
[0807aeb]8
[60578ce]9#define GLM_FORCE_RADIANS
10#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]11#define GLM_FORCE_RIGHT_HANDED
[60578ce]12
[771b33a]13#include <glm/glm.hpp>
[15104a8]14#include <glm/gtc/matrix_transform.hpp>
[771b33a]15
[6bfd91c]16#include <vulkan/vulkan.h>
17
[c324d6a]18#include <SDL2/SDL.h>
[6bfd91c]19#include <SDL2/SDL_ttf.h>
20
[ea2b4dc]21#include "IMGUI/imgui_impl_vulkan.h"
22
[6bfd91c]23#include "consts.hpp"
[4e705d6]24#include "vulkan-utils.hpp"
[7d2b0b9]25#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]26
[4e705d6]27#include "game-gui-sdl.hpp"
[b794178]28
[e1f88a9]29#include "gui/screen.hpp"
30
[15104a8]31using namespace glm;
[0807aeb]32using namespace std::chrono;
[15104a8]33
[2e77b3f]34#ifdef NDEBUG
35 const bool ENABLE_VALIDATION_LAYERS = false;
36#else
37 const bool ENABLE_VALIDATION_LAYERS = true;
38#endif
39
[5a1ace0]40struct OverlayVertex {
[15104a8]41 vec3 pos;
42 vec2 texCoord;
[771b33a]43};
44
[5a1ace0]45struct ModelVertex {
[15104a8]46 vec3 pos;
[5a1ace0]47 vec3 color;
[15104a8]48 vec2 texCoord;
[5a1ace0]49 unsigned int objIndex;
[15104a8]50};
51
[3782d66]52struct ShipVertex {
53 vec3 pos;
54 vec3 color;
[06d959f]55 vec3 normal;
[cf727ca]56 unsigned int objIndex;
[3782d66]57};
58
[3e8cc8b]59struct AsteroidVertex {
60 vec3 pos;
61 vec3 color;
62 vec3 normal;
63 unsigned int objIndex;
64};
65
[237cbec]66struct LaserVertex {
67 vec3 pos;
68 vec2 texCoord;
69 unsigned int objIndex;
70};
71
[4a9416a]72struct ExplosionVertex {
73 vec3 particleStartVelocity;
74 float particleStartTime;
75 unsigned int objIndex;
76};
77
[2d87297]78struct SSBO_ModelObject {
[055750a]79 alignas(16) mat4 model;
80};
81
[2d87297]82struct SSBO_Asteroid {
[3e8cc8b]83 alignas(16) mat4 model;
84 alignas(4) float hp;
[4ece3bf]85 alignas(4) unsigned int deleted;
[3e8cc8b]86};
87
[237cbec]88struct SSBO_Laser {
89 alignas(16) mat4 model;
90 alignas(4) vec3 color;
91 alignas(4) unsigned int deleted;
92};
93
[4a9416a]94struct SSBO_Explosion {
95 alignas(16) mat4 model;
96 alignas(4) float explosionStartTime;
97 alignas(4) float explosionDuration;
98 alignas(4) unsigned int deleted;
99};
100
[52a02e6]101struct UBO_VP_mats {
102 alignas(16) mat4 view;
103 alignas(16) mat4 proj;
104};
105
[4a9416a]106struct UBO_Explosion {
107 alignas(16) mat4 view;
108 alignas(16) mat4 proj;
109 alignas(4) float cur_time;
110};
111
[4994692]112// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
113// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
114// TODO: Maybe create a typedef for each of the templated SceneObject types
115template<class VertexType, class SSBOType>
116struct SceneObject {
117 vector<VertexType> vertices;
118 vector<uint16_t> indices;
119 SSBOType ssbo;
120
121 mat4 model_base;
122 mat4 model_transform;
123
[5ba732a]124 bool modified;
125
[4994692]126 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
127 // parent class
128 vec3 center; // currently only matters for asteroids
129 float radius; // currently only matters for asteroids
[3950236]130 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]131};
132
133// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]134// Could probably use the same approach to make indices optional
[4994692]135// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
136// them mamdatory
[2da64ef]137
[7297892]138
139// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
140
141struct BaseEffectOverTime {
142 bool deleted;
143
[5192672]144 virtual void applyEffect(float curTime) = 0;
[7297892]145
146 BaseEffectOverTime() :
147 deleted(false) {
148 }
149
150 virtual ~BaseEffectOverTime() {
151 }
152};
153
154template<class VertexType, class SSBOType>
155struct EffectOverTime : public BaseEffectOverTime {
156 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
157 vector<SceneObject<VertexType, SSBOType>>& objects;
158 unsigned int objectIndex;
159 size_t effectedFieldOffset;
160 float startValue;
161 float startTime;
162 float changePerSecond;
163
164 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
165 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
[5192672]166 size_t effectedFieldOffset, float startTime, float changePerSecond) :
[7297892]167 pipeline(pipeline),
168 objects(objects),
169 objectIndex(objectIndex),
170 effectedFieldOffset(effectedFieldOffset),
[5192672]171 startTime(startTime),
[7297892]172 changePerSecond(changePerSecond) {
173 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
174
175 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
176 ssboOffset + effectedFieldOffset;
177
178 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
179 }
180
[5192672]181 void applyEffect(float curTime) {
[7297892]182 if (objects[objectIndex].ssbo.deleted) {
183 this->deleted = true;
184 return;
185 }
186
187 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
188
189 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
190 ssboOffset + effectedFieldOffset;
191
192 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
193
194 objects[objectIndex].modified = true;
195 }
196};
197
[99d44b2]198class VulkanGame {
[e8ebc76]199 public:
[3f32dfd]200 VulkanGame();
[99d44b2]201 ~VulkanGame();
[0df3c9a]202
[b6e60b4]203 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]204
[e1f88a9]205 void goToScreen(Screen* screen);
206 void quitGame();
207
208 map<ScreenType, Screen*> screens;
209 Screen* currentScreen;
210
[6bfd91c]211 TTF_Font* lazyFont;
[e1f88a9]212 TTF_Font* proggyFont;
213
[f809ae6]214 int score;
215 float fps;
216
[4e705d6]217 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
218
219 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
220
221 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
222
223 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
224
225 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
226
227 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
228
[0df3c9a]229 private:
[c324d6a]230 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
231 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
232 VkDebugUtilsMessageTypeFlagsEXT messageType,
233 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
234 void* pUserData);
235
[5ab1b20]236 const float NEAR_CLIP = 0.1f;
237 const float FAR_CLIP = 100.0f;
[60578ce]238 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]239
[4a9416a]240 const int EXPLOSION_PARTICLE_COUNT = 300;
241 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
242
[c6f0793]243 bool done;
[e1f88a9]244
[15104a8]245 vec3 cam_pos;
246
[4e705d6]247 // TODO: Good place to start using smart pointers
[0df3c9a]248 GameGui* gui;
[c559904]249
250 SDL_version sdlVersion;
[b794178]251 SDL_Window* window = nullptr;
252 SDL_Renderer* renderer = nullptr;
253
254 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]255
256 VkInstance instance;
257 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]258 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]259 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]260 VkDevice device;
261
262 VkQueue graphicsQueue;
263 VkQueue presentQueue;
[0df3c9a]264
[3f32dfd]265 // TODO: Maybe make a swapchain struct for convenience
266 VkSurfaceFormatKHR swapChainSurfaceFormat;
267 VkPresentModeKHR swapChainPresentMode;
268 VkExtent2D swapChainExtent;
269 uint32_t swapChainMinImageCount;
[c324d6a]270 uint32_t swapChainImageCount;
[502bd0b]271 VkSwapchainKHR swapChain;
272 vector<VkImage> swapChainImages;
[f94eea9]273 vector<VkImageView> swapChainImageViews;
[603b5bc]274 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]275
[6fc24c7]276 VkRenderPass renderPass;
[3f32dfd]277
278 VkCommandPool resourceCommandPool;
279
[9c0a614]280 vector<VkCommandPool> commandPools;
[603b5bc]281 vector<VkCommandBuffer> commandBuffers;
[502bd0b]282
[603b5bc]283 VulkanImage depthImage;
[b794178]284
[3f32dfd]285 // These are per frame
286 vector<VkSemaphore> imageAcquiredSemaphores;
287 vector<VkSemaphore> renderCompleteSemaphores;
288
289 // These are per swap chain image
[4e705d6]290 vector<VkFence> inFlightFences;
291
[3f32dfd]292 uint32_t imageIndex;
293 uint32_t currentFrame;
[4e705d6]294
[28ea92f]295 bool shouldRecreateSwapChain;
[4e705d6]296
[3b7d497]297 VkDescriptorPool imguiDescriptorPool;
298
[b794178]299 VkSampler textureSampler;
300
[0fe8433]301 VulkanImage sdlOverlayImage;
302 VkDescriptorImageInfo sdlOverlayImageDescriptor;
303
[4994692]304 VulkanImage floorTextureImage;
305 VkDescriptorImageInfo floorTextureImageDescriptor;
306
[237cbec]307 VulkanImage laserTextureImage;
308 VkDescriptorImageInfo laserTextureImageDescriptor;
309
[22217d4]310 mat4 viewMat, projMat;
311
[860a0da]312 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
313 // per pipeline.
314 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
315 // the objects vector, the ubo, and the ssbo
316
[2ba5617]317 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
318 // if there is a need to add other uniform variables to one or more of the shaders
319
[4e705d6]320 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
321
[2d87297]322 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]323
[d25381b]324 vector<VkBuffer> uniformBuffers_modelPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]327
[0fe8433]328 UBO_VP_mats object_VP_mats;
329
[2d87297]330 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]331
[3782d66]332 vector<VkBuffer> uniformBuffers_shipPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
335
[0fe8433]336 UBO_VP_mats ship_VP_mats;
[0e09340]337
[2d87297]338 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]339
340 vector<VkBuffer> uniformBuffers_asteroidPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
343
344 UBO_VP_mats asteroid_VP_mats;
345
[237cbec]346 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
347
348 vector<VkBuffer> uniformBuffers_laserPipeline;
349 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
350 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
351
352 UBO_VP_mats laser_VP_mats;
353
[4a9416a]354 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
355
356 vector<VkBuffer> uniformBuffers_explosionPipeline;
357 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
358 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
359
360 UBO_Explosion explosion_UBO;
361
[7297892]362 vector<BaseEffectOverTime*> effects;
363
[5192672]364 // TODO: Make a separate TImer class
365 // It could also deal with the steady_clock vs high_resolution_clock issue
[0807aeb]366 time_point<steady_clock> startTime;
[5192672]367 float fpsStartTime, curTime, prevTime, elapsedTime;
[0807aeb]368
[f809ae6]369 int frameCount;
370
[0807aeb]371 float shipSpeed = 0.5f;
372 float asteroidSpeed = 2.0f;
373
374 float spawnRate_asteroid = 0.5;
375 float lastSpawn_asteroid;
[4ece3bf]376
[1f81ecc]377 unsigned int leftLaserIdx = -1;
[7297892]378 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]379
380 unsigned int rightLaserIdx = -1;
[7297892]381 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]382
[4e705d6]383 bool initUI(int width, int height, unsigned char guiFlags);
[0df3c9a]384 void initVulkan();
[f97c5e7]385 void initGraphicsPipelines();
[15104a8]386 void initMatrices();
[0df3c9a]387 void mainLoop();
[3f32dfd]388 void updateScene();
[0df3c9a]389 void cleanup();
[c1d9b2a]390
[c324d6a]391 void createVulkanInstance(const vector<const char*>& validationLayers);
[c1d9b2a]392 void setupDebugMessenger();
393 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]394 void createVulkanSurface();
[fe5c3ba]395 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]396 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c324d6a]397 void createLogicalDevice(const vector<const char*>& validationLayers,
[c1c2021]398 const vector<const char*>& deviceExtensions);
[3f32dfd]399 void chooseSwapChainProperties();
[502bd0b]400 void createSwapChain();
[f94eea9]401 void createImageViews();
[6fc24c7]402 void createRenderPass();
[3f32dfd]403 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
404 void createResourceCommandPool();
[9c0a614]405 void createCommandPools();
[603b5bc]406 void createImageResources();
407 void createFramebuffers();
408 void createCommandBuffers();
[34bdf3a]409 void createSyncObjects();
[f94eea9]410
[3f32dfd]411 void createTextureSampler();
412
[3b7d497]413 void createImguiDescriptorPool();
414 void destroyImguiDescriptorPool();
415
[4994692]416 // TODO: Since addObject() returns a reference to the new object now,
417 // stop using objects.back() to access the object that was just created
[2d87297]418 template<class VertexType, class SSBOType>
[4994692]419 SceneObject<VertexType, SSBOType>& addObject(
420 vector<SceneObject<VertexType, SSBOType>>& objects,
421 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
422 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
423 bool pipelinesCreated);
[0fe8433]424
[2da64ef]425 template<class VertexType, class SSBOType>
426 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]427 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]428
[1f81ecc]429 template<class VertexType, class SSBOType>
430 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
431 SceneObject<VertexType, SSBOType>& obj, size_t index);
432
[06d959f]433 template<class VertexType>
434 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
435
[cf727ca]436 template<class VertexType>
437 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
438
[3b84bb6]439 template<class VertexType, class SSBOType>
440 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]441
[52a02e6]442 void addLaser(vec3 start, vec3 end, vec3 color, float width);
443 void translateLaser(size_t index, const vec3& translation);
444 void updateLaserTarget(size_t index);
445 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
446 vec3& start, vec3& end, vec3& intersection);
447
[4a9416a]448 void addExplosion(mat4 model_mat, float duration, float cur_time);
449
[055750a]450 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]451 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
452 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]453
[ea2b4dc]454 void renderFrame(ImDrawData* draw_data);
[4e2c709]455 void presentFrame();
456
[d2d9286]457 void recreateSwapChain();
458
[c1c2021]459 void cleanupSwapChain();
[e8ebc76]460};
461
[4a9416a]462// Start of specialized no-op functions
463
464template<>
465inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
466}
467
468// End of specialized no-op functions
469
[3b84bb6]470// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
471// and to change the model matrix later by setting model_transform and then calling updateObject()
472// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]473
474// TODO: Maybe return a reference to the object from this method if I decide that updating it
475// immediately after creation is a good idea (such as setting model_base)
476// Currently, model_base is set like this in a few places and the radius is set for asteroids
477// to account for scaling
[2d87297]478template<class VertexType, class SSBOType>
[4994692]479SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
480 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]481 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]482 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
483 bool pipelinesCreated) {
[2ba5617]484 // TODO: Use the model field of ssbo to set the object's model_base
485 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]486 size_t numVertices = pipeline.getNumVertices();
487
488 for (uint16_t& idx : indices) {
489 idx += numVertices;
490 }
491
[5ba732a]492 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]493
[2ba5617]494 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]495
[4a9416a]496 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]497 centerObject(obj);
498 }
[2ba5617]499
[4994692]500 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
[9067efc]501 resourceCommandPool, graphicsQueue);
[0fe8433]502
[3b84bb6]503 if (pipelinesCreated) {
[44f23af]504 vkDeviceWaitIdle(device);
[9c0a614]505
506 for (uint32_t i = 0; i < swapChainImageCount; i++) {
507 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
508 }
[44f23af]509
510 // TODO: The pipeline recreation only has to be done once per frame where at least
511 // one SSBO is resized.
512 // Refactor the logic to check for any resized SSBOs after all objects for the frame
513 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]514 if (storageBufferResized) {
[44f23af]515 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
516 pipeline.createDescriptorPool(swapChainImages);
517 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]518 }
519
520 createCommandBuffers();
521 }
[4994692]522
523 return obj;
[0fe8433]524}
525
[0807aeb]526// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]527template<class VertexType, class SSBOType>
528void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
529 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
530 SceneObject<VertexType, SSBOType>& obj = objects[index];
531
532 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]533 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]534
535 pipeline.updateObject(index, obj.ssbo);
[5ba732a]536
537 obj.modified = false;
[2da64ef]538}
539
[1f81ecc]540template<class VertexType, class SSBOType>
541void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
542 SceneObject<VertexType, SSBOType>& obj, size_t index) {
[9067efc]543 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
[1f81ecc]544}
545
[06d959f]546template<class VertexType>
547vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
548 for (unsigned int i = 0; i < vertices.size(); i += 3) {
549 vec3 p1 = vertices[i].pos;
550 vec3 p2 = vertices[i+1].pos;
551 vec3 p3 = vertices[i+2].pos;
552
[a79be34]553 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]554
555 // Add the same normal for all 3 vertices
556 vertices[i].normal = normal;
557 vertices[i+1].normal = normal;
558 vertices[i+2].normal = normal;
559 }
560
561 return vertices;
562}
563
[cf727ca]564template<class VertexType>
565vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
566 for (VertexType& vertex : vertices) {
567 vertex.objIndex = objIndex;
568 }
569
570 return vertices;
571}
572
[3b84bb6]573template<class VertexType, class SSBOType>
574void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
575 vector<VertexType>& vertices = object.vertices;
576
[a79be34]577 float min_x = vertices[0].pos.x;
578 float max_x = vertices[0].pos.x;
579 float min_y = vertices[0].pos.y;
580 float max_y = vertices[0].pos.y;
581 float min_z = vertices[0].pos.z;
582 float max_z = vertices[0].pos.z;
583
584 // start from the second point
585 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]586 vec3& pos = vertices[i].pos;
587
588 if (min_x > pos.x) {
589 min_x = pos.x;
590 } else if (max_x < pos.x) {
591 max_x = pos.x;
[a79be34]592 }
593
[3b84bb6]594 if (min_y > pos.y) {
595 min_y = pos.y;
596 } else if (max_y < pos.y) {
597 max_y = pos.y;
[a79be34]598 }
599
[3b84bb6]600 if (min_z > pos.z) {
601 min_z = pos.z;
602 } else if (max_z < pos.z) {
603 max_z = pos.z;
[a79be34]604 }
605 }
606
607 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
608
609 for (unsigned int i = 0; i < vertices.size(); i++) {
610 vertices[i].pos -= center;
611 }
612
[2ba5617]613 object.radius = std::max(max_x - center.x, max_y - center.y);
614 object.radius = std::max(object.radius, max_z - center.z);
615
[3b84bb6]616 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]617}
618
[3b84bb6]619#endif // _VULKAN_GAME_H
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