| 1 | #ifndef _VULKAN_GAME_H
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| 2 | #define _VULKAN_GAME_H
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| 3 |
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| 4 | #include <chrono>
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| 5 |
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| 6 | #define GLM_FORCE_RADIANS
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| 7 | #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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| 8 | #define GLM_FORCE_RIGHT_HANDED
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| 9 |
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| 10 | #include <glm/glm.hpp>
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| 11 | #include <glm/gtc/matrix_transform.hpp>
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| 12 |
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| 13 | #include "game-gui-sdl.hpp"
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| 14 | #include "graphics-pipeline_vulkan.hpp"
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| 15 |
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| 16 | #include "vulkan-utils.hpp"
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| 17 |
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| 18 | using namespace glm;
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| 19 | using namespace std::chrono;
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| 20 |
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| 21 | #ifdef NDEBUG
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| 22 | const bool ENABLE_VALIDATION_LAYERS = false;
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| 23 | #else
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| 24 | const bool ENABLE_VALIDATION_LAYERS = true;
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| 25 | #endif
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| 26 |
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| 27 | struct OverlayVertex {
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| 28 | vec3 pos;
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| 29 | vec2 texCoord;
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| 30 | };
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| 31 |
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| 32 | struct ModelVertex {
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| 33 | vec3 pos;
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| 34 | vec3 color;
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| 35 | vec2 texCoord;
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| 36 | unsigned int objIndex;
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| 37 | };
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| 38 |
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| 39 | struct ShipVertex {
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| 40 | vec3 pos;
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| 41 | vec3 color;
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| 42 | vec3 normal;
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| 43 | unsigned int objIndex;
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| 44 | };
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| 45 |
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| 46 | struct AsteroidVertex {
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| 47 | vec3 pos;
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| 48 | vec3 color;
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| 49 | vec3 normal;
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| 50 | unsigned int objIndex;
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| 51 | };
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| 52 |
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| 53 | struct UBO_VP_mats {
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| 54 | alignas(16) mat4 view;
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| 55 | alignas(16) mat4 proj;
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| 56 | };
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| 57 |
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| 58 | struct SSBO_ModelObject {
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| 59 | alignas(16) mat4 model;
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| 60 | };
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| 61 |
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| 62 | struct SSBO_Asteroid {
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| 63 | alignas(16) mat4 model;
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| 64 | alignas(4) float hp;
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| 65 | alignas(4) unsigned int deleted;
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| 66 | };
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| 67 |
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| 68 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 69 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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| 70 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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| 71 | template<class VertexType, class SSBOType>
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| 72 | struct SceneObject {
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| 73 | vector<VertexType> vertices;
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| 74 | vector<uint16_t> indices;
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| 75 | SSBOType ssbo;
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| 76 |
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| 77 | mat4 model_base;
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| 78 | mat4 model_transform;
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| 79 |
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| 80 | bool modified;
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| 81 |
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| 82 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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| 83 | // parent class
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| 84 | vec3 center; // currently only matters for asteroids
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| 85 | float radius; // currently only matters for asteroids
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| 86 | };
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| 87 |
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| 88 | // TODO: Have to figure out how to include an optional ssbo parameter for each object
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| 89 | // Could probably use the same approach to make indices optional
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| 90 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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| 91 | // them mamdatory
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| 92 |
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| 93 | class VulkanGame {
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| 94 | public:
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| 95 | VulkanGame(int maxFramesInFlight);
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| 96 | ~VulkanGame();
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| 97 |
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| 98 | void run(int width, int height, unsigned char guiFlags);
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| 99 |
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| 100 | private:
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| 101 | const int MAX_FRAMES_IN_FLIGHT;
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| 102 |
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| 103 | const float NEAR_CLIP = 0.1f;
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| 104 | const float FAR_CLIP = 100.0f;
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| 105 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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| 106 |
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| 107 | vec3 cam_pos;
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| 108 |
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| 109 | GameGui* gui;
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| 110 |
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| 111 | SDL_version sdlVersion;
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| 112 | SDL_Window* window = nullptr;
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| 113 | SDL_Renderer* renderer = nullptr;
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| 114 |
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| 115 | SDL_Texture* uiOverlay = nullptr;
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| 116 |
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| 117 | VkInstance instance;
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| 118 | VkDebugUtilsMessengerEXT debugMessenger;
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| 119 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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| 120 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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| 121 | VkDevice device;
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| 122 |
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| 123 | VkQueue graphicsQueue;
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| 124 | VkQueue presentQueue;
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| 125 |
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| 126 | VkSwapchainKHR swapChain;
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| 127 | vector<VkImage> swapChainImages;
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| 128 | VkFormat swapChainImageFormat;
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| 129 | VkExtent2D swapChainExtent;
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| 130 | vector<VkImageView> swapChainImageViews;
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| 131 | vector<VkFramebuffer> swapChainFramebuffers;
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| 132 |
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| 133 | VkRenderPass renderPass;
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| 134 | VkCommandPool commandPool;
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| 135 | vector<VkCommandBuffer> commandBuffers;
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| 136 |
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| 137 | VulkanImage depthImage;
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| 138 |
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| 139 | VkSampler textureSampler;
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| 140 |
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| 141 | VulkanImage sdlOverlayImage;
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| 142 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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| 143 |
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| 144 | VulkanImage floorTextureImage;
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| 145 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 146 |
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| 147 | TTF_Font* font;
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| 148 | SDL_Texture* fontSDLTexture;
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| 149 |
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| 150 | SDL_Texture* imageSDLTexture;
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| 151 |
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| 152 | vector<VkSemaphore> imageAvailableSemaphores;
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| 153 | vector<VkSemaphore> renderFinishedSemaphores;
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| 154 | vector<VkFence> inFlightFences;
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| 155 |
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| 156 | size_t currentFrame;
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| 157 |
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| 158 | bool framebufferResized;
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| 159 |
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| 160 | mat4 viewMat, projMat;
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| 161 |
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| 162 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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| 163 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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| 164 |
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| 165 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 166 | // per pipeline.
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| 167 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 168 | // the objects vector, the ubo, and the ssbo
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| 169 |
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| 170 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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| 171 | // if there is a need to add other uniform variables to one or more of the shaders
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| 172 |
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| 173 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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| 174 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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| 175 |
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| 176 | vector<VkBuffer> uniformBuffers_modelPipeline;
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| 177 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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| 178 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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| 179 |
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| 180 | UBO_VP_mats object_VP_mats;
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| 181 |
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| 182 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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| 183 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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| 184 |
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| 185 | vector<VkBuffer> uniformBuffers_shipPipeline;
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| 186 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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| 187 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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| 188 |
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| 189 | UBO_VP_mats ship_VP_mats;
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| 190 |
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| 191 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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| 192 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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| 193 |
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| 194 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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| 195 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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| 196 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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| 197 |
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| 198 | UBO_VP_mats asteroid_VP_mats;
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| 199 |
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| 200 | time_point<steady_clock> startTime;
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| 201 | float curTime, prevTime, elapsedTime;
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| 202 |
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| 203 | float shipSpeed = 0.5f;
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| 204 | float asteroidSpeed = 2.0f;
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| 205 |
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| 206 | float spawnRate_asteroid = 0.5;
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| 207 | float lastSpawn_asteroid;
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| 208 |
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| 209 | bool initWindow(int width, int height, unsigned char guiFlags);
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| 210 | void initVulkan();
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| 211 | void initGraphicsPipelines();
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| 212 | void initMatrices();
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| 213 | void mainLoop();
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| 214 | void updateScene(uint32_t currentImage);
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| 215 | void renderUI();
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| 216 | void renderScene();
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| 217 | void cleanup();
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| 218 |
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| 219 | void createVulkanInstance(const vector<const char*> &validationLayers);
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| 220 | void setupDebugMessenger();
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| 221 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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| 222 | void createVulkanSurface();
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| 223 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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| 224 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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| 225 | void createLogicalDevice(
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| 226 | const vector<const char*> validationLayers,
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| 227 | const vector<const char*>& deviceExtensions);
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| 228 | void createSwapChain();
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| 229 | void createImageViews();
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| 230 | void createRenderPass();
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| 231 | VkFormat findDepthFormat();
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| 232 | void createCommandPool();
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| 233 | void createImageResources();
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| 234 |
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| 235 | void createTextureSampler();
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| 236 | void createFramebuffers();
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| 237 | void createCommandBuffers();
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| 238 | void createSyncObjects();
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| 239 |
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| 240 | // TODO: Since addObject() returns a reference to the new object now,
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| 241 | // stop using objects.back() to access the object that was just created
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| 242 | template<class VertexType, class SSBOType>
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| 243 | SceneObject<VertexType, SSBOType>& addObject(
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| 244 | vector<SceneObject<VertexType, SSBOType>>& objects,
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| 245 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 246 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 247 | bool pipelinesCreated);
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| 248 |
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| 249 | template<class VertexType, class SSBOType>
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| 250 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 251 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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| 252 |
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| 253 | template<class VertexType>
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| 254 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 255 |
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| 256 | template<class VertexType>
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| 257 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 258 |
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| 259 | template<class VertexType, class SSBOType>
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| 260 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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| 261 |
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| 262 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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| 263 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
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| 264 | vector<VkDescriptorBufferInfo>& bufferInfoList);
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| 265 |
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| 266 | void recreateSwapChain();
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| 267 |
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| 268 | void cleanupSwapChain();
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| 269 |
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| 270 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 271 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 272 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 273 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 274 | void* pUserData);
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| 275 | };
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| 276 |
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| 277 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
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| 278 | // and to change the model matrix later by setting model_transform and then calling updateObject()
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| 279 | // Figure out a better way to allow the model matrix to be set during objecting creation
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| 280 |
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| 281 | // TODO: Maybe return a reference to the object from this method if I decide that updating it
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| 282 | // immediately after creation is a good idea (such as setting model_base)
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| 283 | // Currently, model_base is set like this in a few places and the radius is set for asteroids
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| 284 | // to account for scaling
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| 285 | template<class VertexType, class SSBOType>
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| 286 | SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
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| 287 | vector<SceneObject<VertexType, SSBOType>>& objects,
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| 288 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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| 289 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 290 | bool pipelinesCreated) {
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| 291 | // TODO: Use the model field of ssbo to set the object's model_base
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| 292 | // currently, the passed in model is useless since it gets overridden in updateObject() anyway
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| 293 | size_t numVertices = pipeline.getNumVertices();
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| 294 |
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| 295 | for (uint16_t& idx : indices) {
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| 296 | idx += numVertices;
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| 297 | }
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| 298 |
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| 299 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
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| 300 |
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| 301 | SceneObject<VertexType, SSBOType>& obj = objects.back();
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| 302 | centerObject(obj);
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| 303 |
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| 304 | bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
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| 305 | this->commandPool, this->graphicsQueue);
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| 306 |
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| 307 | if (pipelinesCreated) {
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| 308 | vkDeviceWaitIdle(device);
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| 309 | vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
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| 310 |
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| 311 | // TODO: The pipeline recreation only has to be done once per frame where at least
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| 312 | // one SSBO is resized.
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| 313 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
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| 314 | // are created and then recreate each of the corresponding pipelines only once per frame
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| 315 | if (storageBufferResized) {
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| 316 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
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| 317 | pipeline.createDescriptorPool(swapChainImages);
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| 318 | pipeline.createDescriptorSets(swapChainImages);
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| 319 | }
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| 320 |
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| 321 | createCommandBuffers();
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| 322 | }
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| 323 |
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| 324 | return obj;
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| 325 | }
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| 326 |
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| 327 | // TODO: Just pass in the single object instead of a list of all of them
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| 328 | template<class VertexType, class SSBOType>
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| 329 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 330 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
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| 331 | SceneObject<VertexType, SSBOType>& obj = objects[index];
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| 332 |
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| 333 | obj.ssbo.model = obj.model_transform * obj.model_base;
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| 334 | obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
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| 335 |
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| 336 | pipeline.updateObject(index, obj.ssbo);
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| 337 |
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| 338 | obj.modified = false;
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| 339 | }
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| 340 |
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| 341 | template<class VertexType>
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| 342 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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| 343 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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| 344 | vec3 p1 = vertices[i].pos;
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| 345 | vec3 p2 = vertices[i+1].pos;
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| 346 | vec3 p3 = vertices[i+2].pos;
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| 347 |
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| 348 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
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| 349 |
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| 350 | // Add the same normal for all 3 vertices
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| 351 | vertices[i].normal = normal;
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| 352 | vertices[i+1].normal = normal;
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| 353 | vertices[i+2].normal = normal;
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| 354 | }
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| 355 |
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| 356 | return vertices;
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| 357 | }
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| 358 |
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| 359 | template<class VertexType>
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| 360 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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| 361 | for (VertexType& vertex : vertices) {
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| 362 | vertex.objIndex = objIndex;
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| 363 | }
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| 364 |
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| 365 | return vertices;
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| 366 | }
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| 367 |
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| 368 | template<class VertexType, class SSBOType>
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| 369 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
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| 370 | vector<VertexType>& vertices = object.vertices;
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| 371 |
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| 372 | float min_x = vertices[0].pos.x;
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| 373 | float max_x = vertices[0].pos.x;
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| 374 | float min_y = vertices[0].pos.y;
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| 375 | float max_y = vertices[0].pos.y;
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| 376 | float min_z = vertices[0].pos.z;
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| 377 | float max_z = vertices[0].pos.z;
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| 378 |
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| 379 | // start from the second point
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| 380 | for (unsigned int i = 1; i < vertices.size(); i++) {
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| 381 | vec3& pos = vertices[i].pos;
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| 382 |
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| 383 | if (min_x > pos.x) {
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| 384 | min_x = pos.x;
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| 385 | } else if (max_x < pos.x) {
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| 386 | max_x = pos.x;
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| 387 | }
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| 388 |
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| 389 | if (min_y > pos.y) {
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| 390 | min_y = pos.y;
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| 391 | } else if (max_y < pos.y) {
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| 392 | max_y = pos.y;
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| 393 | }
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| 394 |
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| 395 | if (min_z > pos.z) {
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| 396 | min_z = pos.z;
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| 397 | } else if (max_z < pos.z) {
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| 398 | max_z = pos.z;
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| 399 | }
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| 400 | }
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| 401 |
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| 402 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
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| 403 |
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| 404 | for (unsigned int i = 0; i < vertices.size(); i++) {
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| 405 | vertices[i].pos -= center;
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| 406 | }
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| 407 |
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| 408 | object.radius = std::max(max_x - center.x, max_y - center.y);
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| 409 | object.radius = std::max(object.radius, max_z - center.z);
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| 410 |
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| 411 | object.center = vec3(0.0f, 0.0f, 0.0f);
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| 412 | }
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| 413 |
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| 414 | #endif // _VULKAN_GAME_H
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