source: opengl-game/vulkan-game.hpp@ d255d52

feature/imgui-sdl
Last change on this file since d255d52 was 301c90a, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Implement the start of a generic UI system built on top of IMGUI, which can reposition elements when the screen is resized, and use it in VulkanGame

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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
[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"
[4e705d6]24#include "vulkan-utils.hpp"
[7d2b0b9]25#include "graphics-pipeline_vulkan.hpp"
[4e705d6]26#include "game-gui-sdl.hpp"
[b794178]27
[15104a8]28using namespace glm;
[0807aeb]29using namespace std::chrono;
[15104a8]30
[2e77b3f]31#ifdef NDEBUG
32 const bool ENABLE_VALIDATION_LAYERS = false;
33#else
34 const bool ENABLE_VALIDATION_LAYERS = true;
35#endif
36
[5a1ace0]37struct OverlayVertex {
[15104a8]38 vec3 pos;
39 vec2 texCoord;
[771b33a]40};
41
[5a1ace0]42struct ModelVertex {
[15104a8]43 vec3 pos;
[5a1ace0]44 vec3 color;
[15104a8]45 vec2 texCoord;
[5a1ace0]46 unsigned int objIndex;
[15104a8]47};
48
[3782d66]49struct ShipVertex {
50 vec3 pos;
51 vec3 color;
[06d959f]52 vec3 normal;
[cf727ca]53 unsigned int objIndex;
[3782d66]54};
55
[3e8cc8b]56struct AsteroidVertex {
57 vec3 pos;
58 vec3 color;
59 vec3 normal;
60 unsigned int objIndex;
61};
62
[237cbec]63struct LaserVertex {
64 vec3 pos;
65 vec2 texCoord;
66 unsigned int objIndex;
67};
68
[4a9416a]69struct ExplosionVertex {
70 vec3 particleStartVelocity;
71 float particleStartTime;
72 unsigned int objIndex;
73};
74
[2d87297]75struct SSBO_ModelObject {
[055750a]76 alignas(16) mat4 model;
77};
78
[2d87297]79struct SSBO_Asteroid {
[3e8cc8b]80 alignas(16) mat4 model;
81 alignas(4) float hp;
[4ece3bf]82 alignas(4) unsigned int deleted;
[3e8cc8b]83};
84
[237cbec]85struct SSBO_Laser {
86 alignas(16) mat4 model;
87 alignas(4) vec3 color;
88 alignas(4) unsigned int deleted;
89};
90
[4a9416a]91struct SSBO_Explosion {
92 alignas(16) mat4 model;
93 alignas(4) float explosionStartTime;
94 alignas(4) float explosionDuration;
95 alignas(4) unsigned int deleted;
96};
97
[52a02e6]98struct UBO_VP_mats {
99 alignas(16) mat4 view;
100 alignas(16) mat4 proj;
101};
102
[4a9416a]103struct UBO_Explosion {
104 alignas(16) mat4 view;
105 alignas(16) mat4 proj;
106 alignas(4) float cur_time;
107};
108
[4994692]109// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
110// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
111// TODO: Maybe create a typedef for each of the templated SceneObject types
112template<class VertexType, class SSBOType>
113struct SceneObject {
114 vector<VertexType> vertices;
115 vector<uint16_t> indices;
116 SSBOType ssbo;
117
118 mat4 model_base;
119 mat4 model_transform;
120
[5ba732a]121 bool modified;
122
[4994692]123 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
124 // parent class
125 vec3 center; // currently only matters for asteroids
126 float radius; // currently only matters for asteroids
[3950236]127 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]128};
129
130// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]131// Could probably use the same approach to make indices optional
[4994692]132// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
133// them mamdatory
[2da64ef]134
[7297892]135
136// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
137
138struct BaseEffectOverTime {
139 bool deleted;
140
[5192672]141 virtual void applyEffect(float curTime) = 0;
[7297892]142
143 BaseEffectOverTime() :
144 deleted(false) {
145 }
146
147 virtual ~BaseEffectOverTime() {
148 }
149};
150
151template<class VertexType, class SSBOType>
152struct EffectOverTime : public BaseEffectOverTime {
153 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
154 vector<SceneObject<VertexType, SSBOType>>& objects;
155 unsigned int objectIndex;
156 size_t effectedFieldOffset;
157 float startValue;
158 float startTime;
159 float changePerSecond;
160
161 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
162 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
[5192672]163 size_t effectedFieldOffset, float startTime, float changePerSecond) :
[7297892]164 pipeline(pipeline),
165 objects(objects),
166 objectIndex(objectIndex),
167 effectedFieldOffset(effectedFieldOffset),
[5192672]168 startTime(startTime),
[7297892]169 changePerSecond(changePerSecond) {
170 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
171
172 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
173 ssboOffset + effectedFieldOffset;
174
175 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
176 }
177
[5192672]178 void applyEffect(float curTime) {
[7297892]179 if (objects[objectIndex].ssbo.deleted) {
180 this->deleted = true;
181 return;
182 }
183
184 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
185
186 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
187 ssboOffset + effectedFieldOffset;
188
189 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
190
191 objects[objectIndex].modified = true;
192 }
193};
194
[20e4c2b]195enum UIValueType {
196 UIVALUE_INT,
197 UIVALUE_DOUBLE,
198};
199
200struct UIValue {
201 UIValueType type;
202 string label;
203 void* value;
204
205 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
206};
207
[99d44b2]208class VulkanGame {
[e8ebc76]209 public:
[3f32dfd]210 VulkanGame();
[99d44b2]211 ~VulkanGame();
[0df3c9a]212
[b6e60b4]213 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]214
[4e705d6]215 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
216 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
217 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
218 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
219 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
220
[0df3c9a]221 private:
[c324d6a]222 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
223 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
224 VkDebugUtilsMessageTypeFlagsEXT messageType,
225 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
226 void* pUserData);
227
[5ab1b20]228 const float NEAR_CLIP = 0.1f;
229 const float FAR_CLIP = 100.0f;
[60578ce]230 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]231
[4a9416a]232 const int EXPLOSION_PARTICLE_COUNT = 300;
233 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
234
[c6f0793]235 bool done;
[e1f88a9]236
[15104a8]237 vec3 cam_pos;
238
[4e705d6]239 // TODO: Good place to start using smart pointers
[0df3c9a]240 GameGui* gui;
[c559904]241
242 SDL_version sdlVersion;
[b794178]243 SDL_Window* window = nullptr;
[c1d9b2a]244
[301c90a]245 int drawableWidth, drawableHeight;
246
[c1d9b2a]247 VkInstance instance;
248 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]249 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]250 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]251 VkDevice device;
252
253 VkQueue graphicsQueue;
254 VkQueue presentQueue;
[0df3c9a]255
[3f32dfd]256 // TODO: Maybe make a swapchain struct for convenience
257 VkSurfaceFormatKHR swapChainSurfaceFormat;
258 VkPresentModeKHR swapChainPresentMode;
259 VkExtent2D swapChainExtent;
260 uint32_t swapChainMinImageCount;
[c324d6a]261 uint32_t swapChainImageCount;
[502bd0b]262 VkSwapchainKHR swapChain;
263 vector<VkImage> swapChainImages;
[f94eea9]264 vector<VkImageView> swapChainImageViews;
[603b5bc]265 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]266
[6fc24c7]267 VkRenderPass renderPass;
[3f32dfd]268
269 VkCommandPool resourceCommandPool;
270
[9c0a614]271 vector<VkCommandPool> commandPools;
[603b5bc]272 vector<VkCommandBuffer> commandBuffers;
[502bd0b]273
[603b5bc]274 VulkanImage depthImage;
[b794178]275
[3f32dfd]276 // These are per frame
277 vector<VkSemaphore> imageAcquiredSemaphores;
278 vector<VkSemaphore> renderCompleteSemaphores;
279
280 // These are per swap chain image
[4e705d6]281 vector<VkFence> inFlightFences;
282
[3f32dfd]283 uint32_t imageIndex;
284 uint32_t currentFrame;
[4e705d6]285
[28ea92f]286 bool shouldRecreateSwapChain;
[4e705d6]287
[3b7d497]288 VkDescriptorPool imguiDescriptorPool;
289
[b794178]290 VkSampler textureSampler;
291
[4994692]292 VulkanImage floorTextureImage;
293 VkDescriptorImageInfo floorTextureImageDescriptor;
294
[237cbec]295 VulkanImage laserTextureImage;
296 VkDescriptorImageInfo laserTextureImageDescriptor;
297
[22217d4]298 mat4 viewMat, projMat;
299
[860a0da]300 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
301 // per pipeline.
302 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
303 // the objects vector, the ubo, and the ssbo
304
[2ba5617]305 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
306 // if there is a need to add other uniform variables to one or more of the shaders
307
[2d87297]308 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]309
[d25381b]310 vector<VkBuffer> uniformBuffers_modelPipeline;
311 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
312 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]313
[0fe8433]314 UBO_VP_mats object_VP_mats;
315
[2d87297]316 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]317
[3782d66]318 vector<VkBuffer> uniformBuffers_shipPipeline;
319 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
320 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
321
[0fe8433]322 UBO_VP_mats ship_VP_mats;
[0e09340]323
[2d87297]324 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]325
326 vector<VkBuffer> uniformBuffers_asteroidPipeline;
327 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
328 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
329
330 UBO_VP_mats asteroid_VP_mats;
331
[237cbec]332 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
333
334 vector<VkBuffer> uniformBuffers_laserPipeline;
335 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
336 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
337
338 UBO_VP_mats laser_VP_mats;
339
[4a9416a]340 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
341
342 vector<VkBuffer> uniformBuffers_explosionPipeline;
343 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
344 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
345
346 UBO_Explosion explosion_UBO;
347
[7297892]348 vector<BaseEffectOverTime*> effects;
349
[0807aeb]350 float shipSpeed = 0.5f;
351 float asteroidSpeed = 2.0f;
352
353 float spawnRate_asteroid = 0.5;
354 float lastSpawn_asteroid;
[4ece3bf]355
[1f81ecc]356 unsigned int leftLaserIdx = -1;
[7297892]357 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]358
359 unsigned int rightLaserIdx = -1;
[7297892]360 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]361
[20e4c2b]362 /*** High-level vars ***/
363
[301c90a]364 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
365 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
[20e4c2b]366
367 map<string, vector<UIValue>> valueLists;
368
369 int score;
370 float fps;
371
372 // TODO: Make a separate TImer class
373 // It could also deal with the steady_clock vs high_resolution_clock issue
374 time_point<steady_clock> startTime;
375 float fpsStartTime, curTime, prevTime, elapsedTime;
376
377 int frameCount;
378
379 /*** Functions ***/
380
[4e705d6]381 bool initUI(int width, int height, unsigned char guiFlags);
[0df3c9a]382 void initVulkan();
[f97c5e7]383 void initGraphicsPipelines();
[15104a8]384 void initMatrices();
[20e4c2b]385 void renderLoop();
[3f32dfd]386 void updateScene();
[0df3c9a]387 void cleanup();
[c1d9b2a]388
[c324d6a]389 void createVulkanInstance(const vector<const char*>& validationLayers);
[c1d9b2a]390 void setupDebugMessenger();
391 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]392 void createVulkanSurface();
[fe5c3ba]393 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]394 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c324d6a]395 void createLogicalDevice(const vector<const char*>& validationLayers,
[c1c2021]396 const vector<const char*>& deviceExtensions);
[3f32dfd]397 void chooseSwapChainProperties();
[502bd0b]398 void createSwapChain();
[f94eea9]399 void createImageViews();
[6fc24c7]400 void createRenderPass();
[3f32dfd]401 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
402 void createResourceCommandPool();
[9c0a614]403 void createCommandPools();
[603b5bc]404 void createImageResources();
405 void createFramebuffers();
406 void createCommandBuffers();
[34bdf3a]407 void createSyncObjects();
[f94eea9]408
[3f32dfd]409 void createTextureSampler();
410
[3b7d497]411 void createImguiDescriptorPool();
412 void destroyImguiDescriptorPool();
413
[4994692]414 // TODO: Since addObject() returns a reference to the new object now,
415 // stop using objects.back() to access the object that was just created
[2d87297]416 template<class VertexType, class SSBOType>
[4994692]417 SceneObject<VertexType, SSBOType>& addObject(
418 vector<SceneObject<VertexType, SSBOType>>& objects,
419 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
420 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
421 bool pipelinesCreated);
[0fe8433]422
[2da64ef]423 template<class VertexType, class SSBOType>
424 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]425 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]426
[1f81ecc]427 template<class VertexType, class SSBOType>
428 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
429 SceneObject<VertexType, SSBOType>& obj, size_t index);
430
[06d959f]431 template<class VertexType>
432 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
433
[cf727ca]434 template<class VertexType>
435 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
436
[3b84bb6]437 template<class VertexType, class SSBOType>
438 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]439
[52a02e6]440 void addLaser(vec3 start, vec3 end, vec3 color, float width);
441 void translateLaser(size_t index, const vec3& translation);
442 void updateLaserTarget(size_t index);
443 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
444 vec3& start, vec3& end, vec3& intersection);
445
[4a9416a]446 void addExplosion(mat4 model_mat, float duration, float cur_time);
447
[055750a]448 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]449 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
450 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]451
[ea2b4dc]452 void renderFrame(ImDrawData* draw_data);
[4e2c709]453 void presentFrame();
454
[d2d9286]455 void recreateSwapChain();
456
[c1c2021]457 void cleanupSwapChain();
[20e4c2b]458
459 /*** High-level functions ***/
460
[301c90a]461 void renderMainScreen(int width, int height);
462 void renderGameScreen(int width, int height);
[20e4c2b]463
464 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
465 void renderGuiValueList(vector<UIValue>& values);
466
[301c90a]467 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
[20e4c2b]468 void quitGame();
[e8ebc76]469};
470
[4a9416a]471// Start of specialized no-op functions
472
473template<>
474inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
475}
476
477// End of specialized no-op functions
478
[3b84bb6]479// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
480// and to change the model matrix later by setting model_transform and then calling updateObject()
481// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]482
483// TODO: Maybe return a reference to the object from this method if I decide that updating it
484// immediately after creation is a good idea (such as setting model_base)
485// Currently, model_base is set like this in a few places and the radius is set for asteroids
486// to account for scaling
[2d87297]487template<class VertexType, class SSBOType>
[4994692]488SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
489 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]490 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]491 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
492 bool pipelinesCreated) {
[2ba5617]493 // TODO: Use the model field of ssbo to set the object's model_base
494 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]495 size_t numVertices = pipeline.getNumVertices();
496
497 for (uint16_t& idx : indices) {
498 idx += numVertices;
499 }
500
[5ba732a]501 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]502
[2ba5617]503 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]504
[4a9416a]505 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]506 centerObject(obj);
507 }
[2ba5617]508
[4994692]509 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
[9067efc]510 resourceCommandPool, graphicsQueue);
[0fe8433]511
[3b84bb6]512 if (pipelinesCreated) {
[44f23af]513 vkDeviceWaitIdle(device);
[9c0a614]514
515 for (uint32_t i = 0; i < swapChainImageCount; i++) {
516 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
517 }
[44f23af]518
519 // TODO: The pipeline recreation only has to be done once per frame where at least
520 // one SSBO is resized.
521 // Refactor the logic to check for any resized SSBOs after all objects for the frame
522 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]523 if (storageBufferResized) {
[44f23af]524 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
525 pipeline.createDescriptorPool(swapChainImages);
526 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]527 }
528
529 createCommandBuffers();
530 }
[4994692]531
532 return obj;
[0fe8433]533}
534
[0807aeb]535// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]536template<class VertexType, class SSBOType>
537void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
538 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
539 SceneObject<VertexType, SSBOType>& obj = objects[index];
540
541 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]542 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]543
544 pipeline.updateObject(index, obj.ssbo);
[5ba732a]545
546 obj.modified = false;
[2da64ef]547}
548
[1f81ecc]549template<class VertexType, class SSBOType>
550void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
551 SceneObject<VertexType, SSBOType>& obj, size_t index) {
[9067efc]552 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
[1f81ecc]553}
554
[06d959f]555template<class VertexType>
556vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
557 for (unsigned int i = 0; i < vertices.size(); i += 3) {
558 vec3 p1 = vertices[i].pos;
559 vec3 p2 = vertices[i+1].pos;
560 vec3 p3 = vertices[i+2].pos;
561
[a79be34]562 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]563
564 // Add the same normal for all 3 vertices
565 vertices[i].normal = normal;
566 vertices[i+1].normal = normal;
567 vertices[i+2].normal = normal;
568 }
569
570 return vertices;
571}
572
[cf727ca]573template<class VertexType>
574vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
575 for (VertexType& vertex : vertices) {
576 vertex.objIndex = objIndex;
577 }
578
579 return vertices;
580}
581
[3b84bb6]582template<class VertexType, class SSBOType>
583void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
584 vector<VertexType>& vertices = object.vertices;
585
[a79be34]586 float min_x = vertices[0].pos.x;
587 float max_x = vertices[0].pos.x;
588 float min_y = vertices[0].pos.y;
589 float max_y = vertices[0].pos.y;
590 float min_z = vertices[0].pos.z;
591 float max_z = vertices[0].pos.z;
592
593 // start from the second point
594 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]595 vec3& pos = vertices[i].pos;
596
597 if (min_x > pos.x) {
598 min_x = pos.x;
599 } else if (max_x < pos.x) {
600 max_x = pos.x;
[a79be34]601 }
602
[3b84bb6]603 if (min_y > pos.y) {
604 min_y = pos.y;
605 } else if (max_y < pos.y) {
606 max_y = pos.y;
[a79be34]607 }
608
[3b84bb6]609 if (min_z > pos.z) {
610 min_z = pos.z;
611 } else if (max_z < pos.z) {
612 max_z = pos.z;
[a79be34]613 }
614 }
615
616 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
617
618 for (unsigned int i = 0; i < vertices.size(); i++) {
619 vertices[i].pos -= center;
620 }
621
[2ba5617]622 object.radius = std::max(max_x - center.x, max_y - center.y);
623 object.radius = std::max(object.radius, max_z - center.z);
624
[3b84bb6]625 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]626}
627
[3b84bb6]628#endif // _VULKAN_GAME_H
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