source: opengl-game/vulkan-game.hpp@ 6486ba8

feature/imgui-sdl
Last change on this file since 6486ba8 was 6486ba8, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Rewrite some parts of SDLGame and VulkanGame to store per-object buffer object
data contiguously and copied to the GPU in one call

  • Property mode set to 100644
File size: 20.7 KB
RevLine 
[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
[20e4c2b]9#include <vulkan/vulkan.h>
10
11#include <SDL2/SDL.h>
12#include <SDL2/SDL_ttf.h>
13
[60578ce]14#define GLM_FORCE_RADIANS
15#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]16#define GLM_FORCE_RIGHT_HANDED
[60578ce]17
[771b33a]18#include <glm/glm.hpp>
[15104a8]19#include <glm/gtc/matrix_transform.hpp>
[771b33a]20
[ea2b4dc]21#include "IMGUI/imgui_impl_vulkan.h"
22
[6bfd91c]23#include "consts.hpp"
[b8efa56]24#include "utils.hpp"
[8aa4888]25#include "game-gui-sdl.hpp"
[b8efa56]26#include "vulkan-utils.hpp"
[a3cefaa]27#include "graphics-pipeline_vulkan.hpp"
[8aa4888]28#include "vulkan-buffer.hpp"
[b794178]29
[15104a8]30using namespace glm;
[0807aeb]31using namespace std::chrono;
[15104a8]32
[2e77b3f]33#ifdef NDEBUG
34 const bool ENABLE_VALIDATION_LAYERS = false;
35#else
36 const bool ENABLE_VALIDATION_LAYERS = true;
37#endif
38
[cefdf23]39// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
40// by consolidating some and trying to keep new ones to a minimum
41
[5a1ace0]42struct ModelVertex {
[15104a8]43 vec3 pos;
[5a1ace0]44 vec3 color;
[15104a8]45 vec2 texCoord;
[a00eb06]46 vec3 normal;
[5a1ace0]47 unsigned int objIndex;
[15104a8]48};
49
[237cbec]50struct LaserVertex {
51 vec3 pos;
52 vec2 texCoord;
53 unsigned int objIndex;
54};
55
[4a9416a]56struct ExplosionVertex {
57 vec3 particleStartVelocity;
58 float particleStartTime;
59 unsigned int objIndex;
60};
61
[2d87297]62struct SSBO_ModelObject {
[055750a]63 alignas(16) mat4 model;
64};
65
[2d87297]66struct SSBO_Asteroid {
[3e8cc8b]67 alignas(16) mat4 model;
68 alignas(4) float hp;
[4ece3bf]69 alignas(4) unsigned int deleted;
[3e8cc8b]70};
71
[237cbec]72struct SSBO_Laser {
73 alignas(16) mat4 model;
74 alignas(4) vec3 color;
75 alignas(4) unsigned int deleted;
76};
77
[4a9416a]78struct SSBO_Explosion {
79 alignas(16) mat4 model;
80 alignas(4) float explosionStartTime;
81 alignas(4) float explosionDuration;
82 alignas(4) unsigned int deleted;
83};
84
[52a02e6]85struct UBO_VP_mats {
86 alignas(16) mat4 view;
87 alignas(16) mat4 proj;
88};
89
[4a9416a]90struct UBO_Explosion {
91 alignas(16) mat4 view;
92 alignas(16) mat4 proj;
93 alignas(4) float cur_time;
94};
95
[996dd3e]96// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
97// Also, probably better to make this a vector of structs where each struct
98// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
[a3cefaa]99// TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
[1abebc1]100struct BufferSet {
[996dd3e]101 vector<VkBuffer> buffers;
102 vector<VkDeviceMemory> memory;
103 vector<VkDescriptorBufferInfo> infoSet;
[8aa4888]104 VkBufferUsageFlags usages;
105 VkMemoryPropertyFlags properties;
[996dd3e]106};
107
[4994692]108// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
109// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
110// TODO: Maybe create a typedef for each of the templated SceneObject types
[6486ba8]111template<class VertexType>
[4994692]112struct SceneObject {
113 vector<VertexType> vertices;
114 vector<uint16_t> indices;
115
116 mat4 model_base;
117 mat4 model_transform;
118
119 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
120 // parent class
121 vec3 center; // currently only matters for asteroids
122 float radius; // currently only matters for asteroids
[bb76950]123
124 // Move the targetAsteroid stuff out of this class since it is very specific to lasers
125 // and makes moving SceneObject into its own header file more problematic
[6486ba8]126 SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
[4994692]127};
128
[6486ba8]129// TODO: Figure out how to include an optional ssbo parameter for each object
[2da64ef]130// Could probably use the same approach to make indices optional
[4994692]131// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
[c1ec4f6]132// them mandatory
[2da64ef]133
[7297892]134
135// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
136
137struct BaseEffectOverTime {
138 bool deleted;
139
[5192672]140 virtual void applyEffect(float curTime) = 0;
[7297892]141
142 BaseEffectOverTime() :
143 deleted(false) {
144 }
145
146 virtual ~BaseEffectOverTime() {
147 }
148};
149
[6486ba8]150// TODO: Move this into its own hpp and cpp files
151// TODO: Actually, since this is only used to make lasers deal damage to asteroids, review the logic
152// and see if there is a more straightforward way of implementing this.
153// If there is a simple and straightforward way to implement this in updateScene(), I should just do that instead of
154// using this class. A general feature like this is useful, but, depending on the actual game, it might not be used
155// that often, and using this class might actually make things more complicated if it doesn't quite implement the
156// desired features
157template<class SSBOType>
[7297892]158struct EffectOverTime : public BaseEffectOverTime {
[6486ba8]159 VulkanBuffer<SSBOType> &buffer;
160 uint32_t objectIndex;
[7297892]161 size_t effectedFieldOffset;
162 float startValue;
163 float startTime;
164 float changePerSecond;
165
[6486ba8]166 EffectOverTime(VulkanBuffer<SSBOType> &buffer, uint32_t objectIndex, size_t effectedFieldOffset, float startTime,
167 float changePerSecond)
168 : buffer(buffer)
[9d21aac]169 , objectIndex(objectIndex)
170 , effectedFieldOffset(effectedFieldOffset)
171 , startTime(startTime)
172 , changePerSecond(changePerSecond) {
[6486ba8]173 startValue = *reinterpret_cast<float*>(getEffectedFieldPtr());
174 }
[7297892]175
[6486ba8]176 unsigned char* getEffectedFieldPtr() {
177 return reinterpret_cast<unsigned char*>(&buffer.get(objectIndex)) + effectedFieldOffset;
[7297892]178 }
179
[5192672]180 void applyEffect(float curTime) {
[6486ba8]181 if (buffer.get(objectIndex).deleted) {
182 deleted = true;
[7297892]183 return;
184 }
185
[6486ba8]186 *reinterpret_cast<float*>(getEffectedFieldPtr()) = startValue + (curTime - startTime) * changePerSecond;
[7297892]187 }
188};
189
[cefdf23]190// TODO: Maybe move this to a different header
191
[20e4c2b]192enum UIValueType {
193 UIVALUE_INT,
194 UIVALUE_DOUBLE,
195};
196
197struct UIValue {
198 UIValueType type;
199 string label;
200 void* value;
201
202 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
203};
204
[e8445f0]205/* TODO: The following syntax (note the const keyword) means the function will not modify
206 * its params. I should use this where appropriate
207 *
208 * [return-type] [func-name](params...) const { ... }
209 */
210
[99d44b2]211class VulkanGame {
[914bb99]212
[e8ebc76]213 public:
[cefdf23]214
[3f32dfd]215 VulkanGame();
[99d44b2]216 ~VulkanGame();
[0df3c9a]217
[b6e60b4]218 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]219
220 private:
[cefdf23]221
[c324d6a]222 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
223 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
224 VkDebugUtilsMessageTypeFlagsEXT messageType,
225 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
226 void* pUserData);
227
[cefdf23]228 // TODO: Maybe pass these in as parameters to some Camera class
[5ab1b20]229 const float NEAR_CLIP = 0.1f;
230 const float FAR_CLIP = 100.0f;
[cefdf23]231 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
[5ab1b20]232
[4a9416a]233 const int EXPLOSION_PARTICLE_COUNT = 300;
234 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
235
[c6f0793]236 bool done;
[e1f88a9]237
[15104a8]238 vec3 cam_pos;
239
[4e705d6]240 // TODO: Good place to start using smart pointers
[0df3c9a]241 GameGui* gui;
[c559904]242
243 SDL_version sdlVersion;
[b794178]244 SDL_Window* window = nullptr;
[c1d9b2a]245
[301c90a]246 int drawableWidth, drawableHeight;
247
[c1d9b2a]248 VkInstance instance;
249 VkDebugUtilsMessengerEXT debugMessenger;
[7865c5b]250 VkSurfaceKHR vulkanSurface;
[90a424f]251 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]252 VkDevice device;
253
254 VkQueue graphicsQueue;
255 VkQueue presentQueue;
[0df3c9a]256
[3f32dfd]257 // TODO: Maybe make a swapchain struct for convenience
258 VkSurfaceFormatKHR swapChainSurfaceFormat;
259 VkPresentModeKHR swapChainPresentMode;
260 VkExtent2D swapChainExtent;
261 uint32_t swapChainMinImageCount;
[c324d6a]262 uint32_t swapChainImageCount;
[502bd0b]263 VkSwapchainKHR swapChain;
264 vector<VkImage> swapChainImages;
[f94eea9]265 vector<VkImageView> swapChainImageViews;
[603b5bc]266 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]267
[6fc24c7]268 VkRenderPass renderPass;
[3f32dfd]269
270 VkCommandPool resourceCommandPool;
271
[9c0a614]272 vector<VkCommandPool> commandPools;
[603b5bc]273 vector<VkCommandBuffer> commandBuffers;
[502bd0b]274
[603b5bc]275 VulkanImage depthImage;
[b794178]276
[3f32dfd]277 // These are per frame
278 vector<VkSemaphore> imageAcquiredSemaphores;
279 vector<VkSemaphore> renderCompleteSemaphores;
280
281 // These are per swap chain image
[4e705d6]282 vector<VkFence> inFlightFences;
283
[3f32dfd]284 uint32_t imageIndex;
285 uint32_t currentFrame;
[4e705d6]286
[28ea92f]287 bool shouldRecreateSwapChain;
[4e705d6]288
[b794178]289 VkSampler textureSampler;
290
[4994692]291 VulkanImage floorTextureImage;
292 VkDescriptorImageInfo floorTextureImageDescriptor;
293
[237cbec]294 VulkanImage laserTextureImage;
295 VkDescriptorImageInfo laserTextureImageDescriptor;
296
[22217d4]297 mat4 viewMat, projMat;
298
[cefdf23]299 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
300 VkDescriptorPool imguiDescriptorPool;
301
302 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
303 // while working on graphics-library. Double-check exactly what this was and note it down here.
304 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
305 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
306 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
[9d21aac]307 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
308 GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
309 GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
310 GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
311 GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
[cefdf23]312
[1abebc1]313 BufferSet storageBuffers_modelPipeline;
[a3cefaa]314 VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
[c163d81]315 BufferSet uniformBuffers_modelPipeline;
[a3cefaa]316
[1abebc1]317 BufferSet storageBuffers_shipPipeline;
[a3cefaa]318 VulkanBuffer<SSBO_ModelObject> objects_shipPipeline;
[c163d81]319 BufferSet uniformBuffers_shipPipeline;
[a3cefaa]320
[1abebc1]321 BufferSet storageBuffers_asteroidPipeline;
[a3cefaa]322 VulkanBuffer<SSBO_Asteroid> objects_asteroidPipeline;
[c163d81]323 BufferSet uniformBuffers_asteroidPipeline;
[a3cefaa]324
[1abebc1]325 BufferSet storageBuffers_laserPipeline;
[a3cefaa]326 VulkanBuffer<SSBO_Laser> objects_laserPipeline;
[c163d81]327 BufferSet uniformBuffers_laserPipeline;
[a3cefaa]328
[1abebc1]329 BufferSet storageBuffers_explosionPipeline;
[a3cefaa]330 VulkanBuffer<SSBO_Explosion> objects_explosionPipeline;
[c163d81]331 BufferSet uniformBuffers_explosionPipeline;
[996dd3e]332
[860a0da]333 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
334 // per pipeline.
335 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
336 // the objects vector, the ubo, and the ssbo
337
[2ba5617]338 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
339 // if there is a need to add other uniform variables to one or more of the shaders
340
[6486ba8]341 vector<SceneObject<ModelVertex>> modelObjects;
[0fe8433]342
343 UBO_VP_mats object_VP_mats;
344
[6486ba8]345 vector<SceneObject<ModelVertex>> shipObjects;
[0fe8433]346
347 UBO_VP_mats ship_VP_mats;
[0e09340]348
[6486ba8]349 vector<SceneObject<ModelVertex>> asteroidObjects;
[3e8cc8b]350
351 UBO_VP_mats asteroid_VP_mats;
352
[6486ba8]353 vector<SceneObject<LaserVertex>> laserObjects;
[237cbec]354
355 UBO_VP_mats laser_VP_mats;
356
[6486ba8]357 vector<SceneObject<ExplosionVertex>> explosionObjects;
[4a9416a]358
359 UBO_Explosion explosion_UBO;
360
[7297892]361 vector<BaseEffectOverTime*> effects;
362
[0807aeb]363 float shipSpeed = 0.5f;
364 float asteroidSpeed = 2.0f;
365
366 float spawnRate_asteroid = 0.5;
367 float lastSpawn_asteroid;
[4ece3bf]368
[1f81ecc]369 unsigned int leftLaserIdx = -1;
[6486ba8]370 EffectOverTime<SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]371
372 unsigned int rightLaserIdx = -1;
[6486ba8]373 EffectOverTime<SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]374
[20e4c2b]375 /*** High-level vars ***/
376
[301c90a]377 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
378 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
[20e4c2b]379
380 map<string, vector<UIValue>> valueLists;
381
382 int score;
383 float fps;
384
385 // TODO: Make a separate TImer class
386 time_point<steady_clock> startTime;
387 float fpsStartTime, curTime, prevTime, elapsedTime;
388
389 int frameCount;
390
391 /*** Functions ***/
392
[4e705d6]393 bool initUI(int width, int height, unsigned char guiFlags);
[0df3c9a]394 void initVulkan();
[f97c5e7]395 void initGraphicsPipelines();
[15104a8]396 void initMatrices();
[20e4c2b]397 void renderLoop();
[3f32dfd]398 void updateScene();
[0df3c9a]399 void cleanup();
[c1d9b2a]400
[c324d6a]401 void createVulkanInstance(const vector<const char*>& validationLayers);
[c1d9b2a]402 void setupDebugMessenger();
403 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]404 void createVulkanSurface();
[fe5c3ba]405 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]406 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c324d6a]407 void createLogicalDevice(const vector<const char*>& validationLayers,
[c1c2021]408 const vector<const char*>& deviceExtensions);
[3f32dfd]409 void chooseSwapChainProperties();
[502bd0b]410 void createSwapChain();
[f94eea9]411 void createImageViews();
[3f32dfd]412 void createResourceCommandPool();
[603b5bc]413 void createImageResources();
[cefdf23]414 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
415 void createRenderPass();
416 void createCommandPools();
[603b5bc]417 void createFramebuffers();
418 void createCommandBuffers();
[34bdf3a]419 void createSyncObjects();
[f94eea9]420
[3f32dfd]421 void createTextureSampler();
422
[cefdf23]423 void initImGuiOverlay();
424 void cleanupImGuiOverlay();
425
[9d21aac]426 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
427
[8aa4888]428 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
[c163d81]429 BufferSet& set);
[9d21aac]430
[bb76950]431 void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
432 bool copyData);
[9d21aac]433
434 template<class SSBOType>
[1abebc1]435 void updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo);
[3b7d497]436
[4994692]437 // TODO: Since addObject() returns a reference to the new object now,
438 // stop using objects.back() to access the object that was just created
[2d87297]439 template<class VertexType, class SSBOType>
[6486ba8]440 SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
441 GraphicsPipeline_Vulkan<VertexType>& pipeline,
442 const vector<VertexType>& vertices, vector<uint16_t> indices,
443 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
[0fe8433]444
[cefdf23]445 template<class VertexType>
446 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
447
448 template<class VertexType>
449 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
450
[6486ba8]451 template<class VertexType>
452 void centerObject(SceneObject<VertexType>& object);
[cefdf23]453
[6486ba8]454 template<class VertexType>
455 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
456 size_t index);
[1f81ecc]457
[52a02e6]458 void addLaser(vec3 start, vec3 end, vec3 color, float width);
459 void translateLaser(size_t index, const vec3& translation);
460 void updateLaserTarget(size_t index);
[6486ba8]461 bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex>& asteroid, vec3& start, vec3& end,
462 vec3& intersection);
[52a02e6]463
[4a9416a]464 void addExplosion(mat4 model_mat, float duration, float cur_time);
465
[ea2b4dc]466 void renderFrame(ImDrawData* draw_data);
[4e2c709]467 void presentFrame();
468
[d2d9286]469 void recreateSwapChain();
470
[c1c2021]471 void cleanupSwapChain();
[20e4c2b]472
473 /*** High-level functions ***/
474
[301c90a]475 void renderMainScreen(int width, int height);
476 void renderGameScreen(int width, int height);
[20e4c2b]477
478 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
479 void renderGuiValueList(vector<UIValue>& values);
480
[301c90a]481 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
[20e4c2b]482 void quitGame();
[e8ebc76]483};
484
[4a9416a]485// Start of specialized no-op functions
486
487template<>
[6486ba8]488inline void VulkanGame::centerObject(SceneObject<ExplosionVertex>& object) {
[4a9416a]489}
490
491// End of specialized no-op functions
492
[9d21aac]493// TODO: See if it makes sense to pass in the current swapchain index instead of updating all of them
494template<class SSBOType>
[1abebc1]495void VulkanGame::updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo) {
496 for (size_t i = 0; i < set.memory.size(); i++) {
[c074f81]497 VulkanUtils::copyDataToMemory(device, &ssbo, set.memory[i], objIndex * sizeof(SSBOType), sizeof(ssbo), false);
[9d21aac]498 }
499}
500
[b7fc3c2]501// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
502// the model matrix later by setting model_transform and then calculating the new ssbo.model.
[9d21aac]503// Figure out a better way to allow the model matrix to be set during object creation
[2d87297]504template<class VertexType, class SSBOType>
[6486ba8]505SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
506 GraphicsPipeline_Vulkan<VertexType>& pipeline,
507 const vector<VertexType>& vertices, vector<uint16_t> indices,
508 VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
[2ba5617]509 // TODO: Use the model field of ssbo to set the object's model_base
[b7fc3c2]510 // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
[0fe8433]511 size_t numVertices = pipeline.getNumVertices();
512
513 for (uint16_t& idx : indices) {
514 idx += numVertices;
515 }
516
[6486ba8]517 objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
[8dcbf62]518 objectBuffer.add(ssbo);
[3b84bb6]519
[6486ba8]520 SceneObject<VertexType>& obj = objects.back();
[1f81ecc]521
[cefdf23]522 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
523 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
524 // type
[8dcbf62]525 // TODO: Actually, I've already defined a no-op centerObject method for explosions
526 // Maybe I should do the same for lasers and remove this conditional altogether
[4a9416a]527 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]528 centerObject(obj);
529 }
[2ba5617]530
[9d21aac]531 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
532
[4994692]533 return obj;
[0fe8433]534}
535
[cefdf23]536template<class VertexType>
537vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
538 for (VertexType& vertex : vertices) {
539 vertex.objIndex = objIndex;
540 }
[2da64ef]541
[cefdf23]542 return vertices;
[1f81ecc]543}
544
[914bb99]545// This function sets all the normals for a face to be parallel
546// This is good for models that should have distinct faces, but bad for models that should appear smooth
547// Maybe add an option to set all copies of a point to have the same normal and have the direction of
548// that normal be the weighted average of all the faces it is a part of, where the weight from each face
549// is its surface area.
550
551// TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
552// feasible to automatically enable/disable indexed drawing based on which approach is used
[06d959f]553template<class VertexType>
554vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
555 for (unsigned int i = 0; i < vertices.size(); i += 3) {
556 vec3 p1 = vertices[i].pos;
[cefdf23]557 vec3 p2 = vertices[i + 1].pos;
558 vec3 p3 = vertices[i + 2].pos;
[06d959f]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;
[cefdf23]564 vertices[i + 1].normal = normal;
565 vertices[i + 2].normal = normal;
[cf727ca]566 }
567
568 return vertices;
569}
570
[6486ba8]571template<class VertexType>
572void VulkanGame::centerObject(SceneObject<VertexType>& object) {
[3b84bb6]573 vector<VertexType>& vertices = object.vertices;
574
[a79be34]575 float min_x = vertices[0].pos.x;
576 float max_x = vertices[0].pos.x;
577 float min_y = vertices[0].pos.y;
578 float max_y = vertices[0].pos.y;
579 float min_z = vertices[0].pos.z;
580 float max_z = vertices[0].pos.z;
581
582 // start from the second point
583 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]584 vec3& pos = vertices[i].pos;
585
586 if (min_x > pos.x) {
587 min_x = pos.x;
588 } else if (max_x < pos.x) {
589 max_x = pos.x;
[a79be34]590 }
591
[3b84bb6]592 if (min_y > pos.y) {
593 min_y = pos.y;
594 } else if (max_y < pos.y) {
595 max_y = pos.y;
[a79be34]596 }
597
[3b84bb6]598 if (min_z > pos.z) {
599 min_z = pos.z;
600 } else if (max_z < pos.z) {
601 max_z = pos.z;
[a79be34]602 }
603 }
604
605 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
606
607 for (unsigned int i = 0; i < vertices.size(); i++) {
608 vertices[i].pos -= center;
609 }
610
[2ba5617]611 object.radius = std::max(max_x - center.x, max_y - center.y);
612 object.radius = std::max(object.radius, max_z - center.z);
613
[3b84bb6]614 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]615}
616
[6486ba8]617template<class VertexType>
618void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
619 size_t index) {
[cefdf23]620 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
621}
622
[3b84bb6]623#endif // _VULKAN_GAME_H
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