source: opengl-game/vulkan-game.hpp@ 6bfd91c

feature/imgui-sdl
Last change on this file since 6bfd91c was 6bfd91c, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Remove unused variables from the VulkanGame class after they were moved to the game Screen classes

  • Property mode set to 100644
File size: 18.6 KB
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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[0807aeb]4#include <chrono>
[e1f88a9]5#include <map>
[0807aeb]6
[60578ce]7#define GLM_FORCE_RADIANS
8#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]9#define GLM_FORCE_RIGHT_HANDED
[60578ce]10
[771b33a]11#include <glm/glm.hpp>
[15104a8]12#include <glm/gtc/matrix_transform.hpp>
[771b33a]13
[6bfd91c]14#include <vulkan/vulkan.h>
15
16#include <SDL2/SDL_ttf.h>
17
18#include "consts.hpp"
[4e705d6]19#include "vulkan-utils.hpp"
[7d2b0b9]20#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]21
[4e705d6]22#include "game-gui-sdl.hpp"
[b794178]23
[e1f88a9]24#include "gui/screen.hpp"
25
[15104a8]26using namespace glm;
[0807aeb]27using namespace std::chrono;
[15104a8]28
[2e77b3f]29#ifdef NDEBUG
30 const bool ENABLE_VALIDATION_LAYERS = false;
31#else
32 const bool ENABLE_VALIDATION_LAYERS = true;
33#endif
34
[5a1ace0]35struct OverlayVertex {
[15104a8]36 vec3 pos;
37 vec2 texCoord;
[771b33a]38};
39
[5a1ace0]40struct ModelVertex {
[15104a8]41 vec3 pos;
[5a1ace0]42 vec3 color;
[15104a8]43 vec2 texCoord;
[5a1ace0]44 unsigned int objIndex;
[15104a8]45};
46
[3782d66]47struct ShipVertex {
48 vec3 pos;
49 vec3 color;
[06d959f]50 vec3 normal;
[cf727ca]51 unsigned int objIndex;
[3782d66]52};
53
[3e8cc8b]54struct AsteroidVertex {
55 vec3 pos;
56 vec3 color;
57 vec3 normal;
58 unsigned int objIndex;
59};
60
[237cbec]61struct LaserVertex {
62 vec3 pos;
63 vec2 texCoord;
64 unsigned int objIndex;
65};
66
[4a9416a]67struct ExplosionVertex {
68 vec3 particleStartVelocity;
69 float particleStartTime;
70 unsigned int objIndex;
71};
72
[2d87297]73struct SSBO_ModelObject {
[055750a]74 alignas(16) mat4 model;
75};
76
[2d87297]77struct SSBO_Asteroid {
[3e8cc8b]78 alignas(16) mat4 model;
79 alignas(4) float hp;
[4ece3bf]80 alignas(4) unsigned int deleted;
[3e8cc8b]81};
82
[237cbec]83struct SSBO_Laser {
84 alignas(16) mat4 model;
85 alignas(4) vec3 color;
86 alignas(4) unsigned int deleted;
87};
88
[4a9416a]89struct SSBO_Explosion {
90 alignas(16) mat4 model;
91 alignas(4) float explosionStartTime;
92 alignas(4) float explosionDuration;
93 alignas(4) unsigned int deleted;
94};
95
[52a02e6]96struct UBO_VP_mats {
97 alignas(16) mat4 view;
98 alignas(16) mat4 proj;
99};
100
[4a9416a]101struct UBO_Explosion {
102 alignas(16) mat4 view;
103 alignas(16) mat4 proj;
104 alignas(4) float cur_time;
105};
106
[4994692]107// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
108// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
109// TODO: Maybe create a typedef for each of the templated SceneObject types
110template<class VertexType, class SSBOType>
111struct SceneObject {
112 vector<VertexType> vertices;
113 vector<uint16_t> indices;
114 SSBOType ssbo;
115
116 mat4 model_base;
117 mat4 model_transform;
118
[5ba732a]119 bool modified;
120
[4994692]121 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
122 // parent class
123 vec3 center; // currently only matters for asteroids
124 float radius; // currently only matters for asteroids
[3950236]125 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]126};
127
128// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]129// Could probably use the same approach to make indices optional
[4994692]130// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
131// them mamdatory
[2da64ef]132
[6104594]133// TODO: Make a singleton timer class instead
134static float curTime;
135
[7297892]136
137// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
138
139struct BaseEffectOverTime {
140 bool deleted;
141
142 virtual void applyEffect() = 0;
143
144 BaseEffectOverTime() :
145 deleted(false) {
146 }
147
148 virtual ~BaseEffectOverTime() {
149 }
150};
151
152template<class VertexType, class SSBOType>
153struct EffectOverTime : public BaseEffectOverTime {
154 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
155 vector<SceneObject<VertexType, SSBOType>>& objects;
156 unsigned int objectIndex;
157 size_t effectedFieldOffset;
158 float startValue;
159 float startTime;
160 float changePerSecond;
161
162 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
163 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
164 size_t effectedFieldOffset, float changePerSecond) :
165 pipeline(pipeline),
166 objects(objects),
167 objectIndex(objectIndex),
168 effectedFieldOffset(effectedFieldOffset),
169 startTime(curTime),
170 changePerSecond(changePerSecond) {
171 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
172
173 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
174 ssboOffset + effectedFieldOffset;
175
176 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
177 }
178
179 void applyEffect() {
180 if (objects[objectIndex].ssbo.deleted) {
181 this->deleted = true;
182 return;
183 }
184
185 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
186
187 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
188 ssboOffset + effectedFieldOffset;
189
190 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
191
192 objects[objectIndex].modified = true;
193 }
194};
195
[99d44b2]196class VulkanGame {
[e8ebc76]197 public:
[34bdf3a]198 VulkanGame(int maxFramesInFlight);
[99d44b2]199 ~VulkanGame();
[0df3c9a]200
[b6e60b4]201 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]202
[e1f88a9]203 void goToScreen(Screen* screen);
204 void quitGame();
205
206 map<ScreenType, Screen*> screens;
207 Screen* currentScreen;
208
[6bfd91c]209 TTF_Font* lazyFont;
[e1f88a9]210 TTF_Font* proggyFont;
211
[f809ae6]212 int score;
213 float fps;
214
[4e705d6]215 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
216
217 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
218
219 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
220
221 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
222
223 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
224
225 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
226
[0df3c9a]227 private:
[52a02e6]228 // TODO: Make these consts static
[4e705d6]229 // Also, maybe move them into consts.hpp
[52a02e6]230
[34bdf3a]231 const int MAX_FRAMES_IN_FLIGHT;
232
[5ab1b20]233 const float NEAR_CLIP = 0.1f;
234 const float FAR_CLIP = 100.0f;
[60578ce]235 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]236
[4a9416a]237 const int EXPLOSION_PARTICLE_COUNT = 300;
238 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
239
[e1f88a9]240 bool quit;
241
[15104a8]242 vec3 cam_pos;
243
[4e705d6]244 // TODO: Good place to start using smart pointers
[0df3c9a]245 GameGui* gui;
[c559904]246
247 SDL_version sdlVersion;
[b794178]248 SDL_Window* window = nullptr;
249 SDL_Renderer* renderer = nullptr;
250
251 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]252
253 VkInstance instance;
254 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]255 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]256 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]257 VkDevice device;
258
259 VkQueue graphicsQueue;
260 VkQueue presentQueue;
[0df3c9a]261
[502bd0b]262 VkSwapchainKHR swapChain;
263 vector<VkImage> swapChainImages;
264 VkFormat swapChainImageFormat;
[603b5bc]265 VkExtent2D swapChainExtent;
[f94eea9]266 vector<VkImageView> swapChainImageViews;
[603b5bc]267 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]268
[6fc24c7]269 VkRenderPass renderPass;
[fa9fa1c]270 VkCommandPool commandPool;
[603b5bc]271 vector<VkCommandBuffer> commandBuffers;
[502bd0b]272
[603b5bc]273 VulkanImage depthImage;
[b794178]274
[4e705d6]275 vector<VkSemaphore> imageAvailableSemaphores;
276 vector<VkSemaphore> renderFinishedSemaphores;
277 vector<VkFence> inFlightFences;
278
279 size_t currentFrame;
280
281 bool framebufferResized;
282
[b794178]283 VkSampler textureSampler;
284
[0fe8433]285 VulkanImage sdlOverlayImage;
286 VkDescriptorImageInfo sdlOverlayImageDescriptor;
287
[4994692]288 VulkanImage floorTextureImage;
289 VkDescriptorImageInfo floorTextureImageDescriptor;
290
[237cbec]291 VulkanImage laserTextureImage;
292 VkDescriptorImageInfo laserTextureImageDescriptor;
293
[22217d4]294 mat4 viewMat, projMat;
295
[860a0da]296 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
297 // per pipeline.
298 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
299 // the objects vector, the ubo, and the ssbo
300
[2ba5617]301 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
302 // if there is a need to add other uniform variables to one or more of the shaders
303
[4e705d6]304 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
305
[2d87297]306 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]307
[d25381b]308 vector<VkBuffer> uniformBuffers_modelPipeline;
309 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
310 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]311
[0fe8433]312 UBO_VP_mats object_VP_mats;
313
[2d87297]314 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]315
[3782d66]316 vector<VkBuffer> uniformBuffers_shipPipeline;
317 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
318 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
319
[0fe8433]320 UBO_VP_mats ship_VP_mats;
[0e09340]321
[2d87297]322 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]323
324 vector<VkBuffer> uniformBuffers_asteroidPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
327
328 UBO_VP_mats asteroid_VP_mats;
329
[237cbec]330 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
331
332 vector<VkBuffer> uniformBuffers_laserPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
335
336 UBO_VP_mats laser_VP_mats;
337
[4a9416a]338 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
339
340 vector<VkBuffer> uniformBuffers_explosionPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
343
344 UBO_Explosion explosion_UBO;
345
[7297892]346 vector<BaseEffectOverTime*> effects;
347
[0807aeb]348 time_point<steady_clock> startTime;
[6104594]349 float prevTime, elapsedTime;
[0807aeb]350
[f809ae6]351 float fpsStartTime;
352 int frameCount;
353
[0807aeb]354 float shipSpeed = 0.5f;
355 float asteroidSpeed = 2.0f;
356
357 float spawnRate_asteroid = 0.5;
358 float lastSpawn_asteroid;
[4ece3bf]359
[1f81ecc]360 unsigned int leftLaserIdx = -1;
[7297892]361 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]362
363 unsigned int rightLaserIdx = -1;
[7297892]364 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]365
[4e705d6]366 bool initUI(int width, int height, unsigned char guiFlags);
[0df3c9a]367 void initVulkan();
[f97c5e7]368 void initGraphicsPipelines();
[15104a8]369 void initMatrices();
[0df3c9a]370 void mainLoop();
[8e02b6b]371 void updateScene(uint32_t currentImage);
[a0c5f28]372 void renderScene();
[0df3c9a]373 void cleanup();
[c1d9b2a]374
375 void createVulkanInstance(const vector<const char*> &validationLayers);
376 void setupDebugMessenger();
377 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]378 void createVulkanSurface();
[fe5c3ba]379 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]380 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]381 void createLogicalDevice(
382 const vector<const char*> validationLayers,
383 const vector<const char*>& deviceExtensions);
[502bd0b]384 void createSwapChain();
[f94eea9]385 void createImageViews();
[6fc24c7]386 void createRenderPass();
387 VkFormat findDepthFormat();
[fa9fa1c]388 void createCommandPool();
[603b5bc]389 void createImageResources();
390
[b794178]391 void createTextureSampler();
[603b5bc]392 void createFramebuffers();
393 void createCommandBuffers();
[34bdf3a]394 void createSyncObjects();
[f94eea9]395
[4994692]396 // TODO: Since addObject() returns a reference to the new object now,
397 // stop using objects.back() to access the object that was just created
[2d87297]398 template<class VertexType, class SSBOType>
[4994692]399 SceneObject<VertexType, SSBOType>& addObject(
400 vector<SceneObject<VertexType, SSBOType>>& objects,
401 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
402 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
403 bool pipelinesCreated);
[0fe8433]404
[2da64ef]405 template<class VertexType, class SSBOType>
406 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]407 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]408
[1f81ecc]409 template<class VertexType, class SSBOType>
410 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
411 SceneObject<VertexType, SSBOType>& obj, size_t index);
412
[06d959f]413 template<class VertexType>
414 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
415
[cf727ca]416 template<class VertexType>
417 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
418
[3b84bb6]419 template<class VertexType, class SSBOType>
420 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]421
[52a02e6]422 void addLaser(vec3 start, vec3 end, vec3 color, float width);
423 void translateLaser(size_t index, const vec3& translation);
424 void updateLaserTarget(size_t index);
425 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
426 vec3& start, vec3& end, vec3& intersection);
427
[4a9416a]428 void addExplosion(mat4 model_mat, float duration, float cur_time);
429
[055750a]430 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]431 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
432 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]433
[d2d9286]434 void recreateSwapChain();
435
[c1c2021]436 void cleanupSwapChain();
[c1d9b2a]437
438 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
439 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
440 VkDebugUtilsMessageTypeFlagsEXT messageType,
441 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
442 void* pUserData);
[e8ebc76]443};
444
[4a9416a]445// Start of specialized no-op functions
446
447template<>
448inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
449}
450
451// End of specialized no-op functions
452
[3b84bb6]453// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
454// and to change the model matrix later by setting model_transform and then calling updateObject()
455// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]456
457// TODO: Maybe return a reference to the object from this method if I decide that updating it
458// immediately after creation is a good idea (such as setting model_base)
459// Currently, model_base is set like this in a few places and the radius is set for asteroids
460// to account for scaling
[2d87297]461template<class VertexType, class SSBOType>
[4994692]462SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
463 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]464 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]465 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
466 bool pipelinesCreated) {
[2ba5617]467 // TODO: Use the model field of ssbo to set the object's model_base
468 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]469 size_t numVertices = pipeline.getNumVertices();
470
471 for (uint16_t& idx : indices) {
472 idx += numVertices;
473 }
474
[5ba732a]475 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]476
[2ba5617]477 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]478
[4a9416a]479 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]480 centerObject(obj);
481 }
[2ba5617]482
[4994692]483 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
484 this->commandPool, this->graphicsQueue);
[0fe8433]485
[3b84bb6]486 if (pipelinesCreated) {
[44f23af]487 vkDeviceWaitIdle(device);
488 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
489
490 // TODO: The pipeline recreation only has to be done once per frame where at least
491 // one SSBO is resized.
492 // Refactor the logic to check for any resized SSBOs after all objects for the frame
493 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]494 if (storageBufferResized) {
[44f23af]495 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
496 pipeline.createDescriptorPool(swapChainImages);
497 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]498 }
499
500 createCommandBuffers();
501 }
[4994692]502
503 return obj;
[0fe8433]504}
505
[0807aeb]506// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]507template<class VertexType, class SSBOType>
508void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
509 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
510 SceneObject<VertexType, SSBOType>& obj = objects[index];
511
512 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]513 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]514
515 pipeline.updateObject(index, obj.ssbo);
[5ba732a]516
517 obj.modified = false;
[2da64ef]518}
519
[1f81ecc]520template<class VertexType, class SSBOType>
521void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
522 SceneObject<VertexType, SSBOType>& obj, size_t index) {
523 pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
524}
525
[06d959f]526template<class VertexType>
527vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
528 for (unsigned int i = 0; i < vertices.size(); i += 3) {
529 vec3 p1 = vertices[i].pos;
530 vec3 p2 = vertices[i+1].pos;
531 vec3 p3 = vertices[i+2].pos;
532
[a79be34]533 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]534
535 // Add the same normal for all 3 vertices
536 vertices[i].normal = normal;
537 vertices[i+1].normal = normal;
538 vertices[i+2].normal = normal;
539 }
540
541 return vertices;
542}
543
[cf727ca]544template<class VertexType>
545vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
546 for (VertexType& vertex : vertices) {
547 vertex.objIndex = objIndex;
548 }
549
550 return vertices;
551}
552
[3b84bb6]553template<class VertexType, class SSBOType>
554void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
555 vector<VertexType>& vertices = object.vertices;
556
[a79be34]557 float min_x = vertices[0].pos.x;
558 float max_x = vertices[0].pos.x;
559 float min_y = vertices[0].pos.y;
560 float max_y = vertices[0].pos.y;
561 float min_z = vertices[0].pos.z;
562 float max_z = vertices[0].pos.z;
563
564 // start from the second point
565 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]566 vec3& pos = vertices[i].pos;
567
568 if (min_x > pos.x) {
569 min_x = pos.x;
570 } else if (max_x < pos.x) {
571 max_x = pos.x;
[a79be34]572 }
573
[3b84bb6]574 if (min_y > pos.y) {
575 min_y = pos.y;
576 } else if (max_y < pos.y) {
577 max_y = pos.y;
[a79be34]578 }
579
[3b84bb6]580 if (min_z > pos.z) {
581 min_z = pos.z;
582 } else if (max_z < pos.z) {
583 max_z = pos.z;
[a79be34]584 }
585 }
586
587 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
588
589 for (unsigned int i = 0; i < vertices.size(); i++) {
590 vertices[i].pos -= center;
591 }
592
[2ba5617]593 object.radius = std::max(max_x - center.x, max_y - center.y);
594 object.radius = std::max(object.radius, max_z - center.z);
595
[3b84bb6]596 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]597}
598
[3b84bb6]599#endif // _VULKAN_GAME_H
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