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