[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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| 5 |
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[60578ce] | 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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[a79be34] | 8 | #define GLM_FORCE_RIGHT_HANDED
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[60578ce] | 9 |
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[771b33a] | 10 | #include <glm/glm.hpp>
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[15104a8] | 11 | #include <glm/gtc/matrix_transform.hpp>
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[771b33a] | 12 |
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[0df3c9a] | 13 | #include "game-gui-sdl.hpp"
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[7d2b0b9] | 14 | #include "graphics-pipeline_vulkan.hpp"
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[0df3c9a] | 15 |
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[b794178] | 16 | #include "vulkan-utils.hpp"
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| 17 |
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[15104a8] | 18 | using namespace glm;
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[0807aeb] | 19 | using namespace std::chrono;
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[15104a8] | 20 |
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[2e77b3f] | 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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[5a1ace0] | 27 | struct OverlayVertex {
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[15104a8] | 28 | vec3 pos;
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| 29 | vec2 texCoord;
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[771b33a] | 30 | };
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| 31 |
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[5a1ace0] | 32 | struct ModelVertex {
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[15104a8] | 33 | vec3 pos;
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[5a1ace0] | 34 | vec3 color;
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[15104a8] | 35 | vec2 texCoord;
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[5a1ace0] | 36 | unsigned int objIndex;
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[15104a8] | 37 | };
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| 38 |
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[3782d66] | 39 | struct ShipVertex {
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| 40 | vec3 pos;
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| 41 | vec3 color;
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[06d959f] | 42 | vec3 normal;
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[cf727ca] | 43 | unsigned int objIndex;
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[3782d66] | 44 | };
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| 45 |
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[3e8cc8b] | 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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[0fe8433] | 53 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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| 54 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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[2d87297] | 55 | template<class VertexType, class SSBOType>
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[0fe8433] | 56 | struct SceneObject {
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| 57 | vector<VertexType> vertices;
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| 58 | vector<uint16_t> indices;
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[2d87297] | 59 | SSBOType ssbo;
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[0fe8433] | 60 |
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| 61 | mat4 model_base;
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| 62 | mat4 model_transform;
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[3b84bb6] | 63 | vec3 center;
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| 64 | float radius;
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[0fe8433] | 65 | };
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| 66 |
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[055750a] | 67 | struct UBO_VP_mats {
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[15104a8] | 68 | alignas(16) mat4 view;
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| 69 | alignas(16) mat4 proj;
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[771b33a] | 70 | };
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| 71 |
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[2d87297] | 72 | struct SSBO_ModelObject {
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[055750a] | 73 | alignas(16) mat4 model;
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| 74 | };
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| 75 |
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[2d87297] | 76 | struct SSBO_Asteroid {
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[3e8cc8b] | 77 | alignas(16) mat4 model;
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| 78 | alignas(4) float hp;
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[4ece3bf] | 79 | alignas(4) unsigned int deleted;
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[3e8cc8b] | 80 | };
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| 81 |
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[2da64ef] | 82 | // Have to figure out how to include an optional ssbo parameter for each object
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| 83 | // Could probably use the same approach to make indices optional
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| 84 |
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[99d44b2] | 85 | class VulkanGame {
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[e8ebc76] | 86 | public:
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[34bdf3a] | 87 | VulkanGame(int maxFramesInFlight);
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[99d44b2] | 88 | ~VulkanGame();
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[0df3c9a] | 89 |
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[b6e60b4] | 90 | void run(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 91 |
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| 92 | private:
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[34bdf3a] | 93 | const int MAX_FRAMES_IN_FLIGHT;
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| 94 |
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[5ab1b20] | 95 | const float NEAR_CLIP = 0.1f;
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| 96 | const float FAR_CLIP = 100.0f;
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[60578ce] | 97 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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[5ab1b20] | 98 |
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[15104a8] | 99 | vec3 cam_pos;
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| 100 |
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[0df3c9a] | 101 | GameGui* gui;
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[c559904] | 102 |
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| 103 | SDL_version sdlVersion;
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[b794178] | 104 | SDL_Window* window = nullptr;
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| 105 | SDL_Renderer* renderer = nullptr;
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| 106 |
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| 107 | SDL_Texture* uiOverlay = nullptr;
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[c1d9b2a] | 108 |
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| 109 | VkInstance instance;
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| 110 | VkDebugUtilsMessengerEXT debugMessenger;
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[fe5c3ba] | 111 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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[90a424f] | 112 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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[c1c2021] | 113 | VkDevice device;
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| 114 |
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| 115 | VkQueue graphicsQueue;
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| 116 | VkQueue presentQueue;
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[0df3c9a] | 117 |
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[502bd0b] | 118 | VkSwapchainKHR swapChain;
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| 119 | vector<VkImage> swapChainImages;
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| 120 | VkFormat swapChainImageFormat;
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[603b5bc] | 121 | VkExtent2D swapChainExtent;
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[f94eea9] | 122 | vector<VkImageView> swapChainImageViews;
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[603b5bc] | 123 | vector<VkFramebuffer> swapChainFramebuffers;
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[fa9fa1c] | 124 |
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[6fc24c7] | 125 | VkRenderPass renderPass;
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[fa9fa1c] | 126 | VkCommandPool commandPool;
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[603b5bc] | 127 | vector<VkCommandBuffer> commandBuffers;
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[502bd0b] | 128 |
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[603b5bc] | 129 | VulkanImage depthImage;
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[b794178] | 130 |
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| 131 | VkSampler textureSampler;
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| 132 |
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[0fe8433] | 133 | VulkanImage floorTextureImage;
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| 134 | VkDescriptorImageInfo floorTextureImageDescriptor;
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| 135 |
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| 136 | VulkanImage sdlOverlayImage;
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| 137 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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| 138 |
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| 139 | TTF_Font* font;
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| 140 | SDL_Texture* fontSDLTexture;
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| 141 |
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| 142 | SDL_Texture* imageSDLTexture;
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| 143 |
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| 144 | vector<VkSemaphore> imageAvailableSemaphores;
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| 145 | vector<VkSemaphore> renderFinishedSemaphores;
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| 146 | vector<VkFence> inFlightFences;
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| 147 |
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| 148 | size_t currentFrame;
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| 149 |
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| 150 | bool framebufferResized;
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| 151 |
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[22217d4] | 152 | mat4 viewMat, projMat;
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| 153 |
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[2d87297] | 154 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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| 155 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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[0fe8433] | 156 |
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[860a0da] | 157 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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| 158 | // per pipeline.
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| 159 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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| 160 | // the objects vector, the ubo, and the ssbo
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| 161 |
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[2d87297] | 162 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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| 163 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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[0fe8433] | 164 |
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[d25381b] | 165 | vector<VkBuffer> uniformBuffers_modelPipeline;
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| 166 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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| 167 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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[b794178] | 168 |
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[0fe8433] | 169 | UBO_VP_mats object_VP_mats;
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| 170 |
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[2d87297] | 171 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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| 172 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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[0fe8433] | 173 |
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[3782d66] | 174 | vector<VkBuffer> uniformBuffers_shipPipeline;
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| 175 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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| 176 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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| 177 |
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[0fe8433] | 178 | UBO_VP_mats ship_VP_mats;
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[0e09340] | 179 |
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[2d87297] | 180 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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| 181 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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[3e8cc8b] | 182 |
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| 183 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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| 184 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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| 185 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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| 186 |
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| 187 | UBO_VP_mats asteroid_VP_mats;
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| 188 |
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[0807aeb] | 189 | time_point<steady_clock> startTime;
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| 190 | float curTime, prevTime, elapsedTime;
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| 191 |
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| 192 | float shipSpeed = 0.5f;
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| 193 | float asteroidSpeed = 2.0f;
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| 194 |
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| 195 | float spawnRate_asteroid = 0.5;
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| 196 | float lastSpawn_asteroid;
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[4ece3bf] | 197 |
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[b6e60b4] | 198 | bool initWindow(int width, int height, unsigned char guiFlags);
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[0df3c9a] | 199 | void initVulkan();
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[f97c5e7] | 200 | void initGraphicsPipelines();
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[15104a8] | 201 | void initMatrices();
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[0df3c9a] | 202 | void mainLoop();
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[8e02b6b] | 203 | void updateScene(uint32_t currentImage);
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[a0c5f28] | 204 | void renderUI();
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| 205 | void renderScene();
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[0df3c9a] | 206 | void cleanup();
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[c1d9b2a] | 207 |
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| 208 | void createVulkanInstance(const vector<const char*> &validationLayers);
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| 209 | void setupDebugMessenger();
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| 210 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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[90a424f] | 211 | void createVulkanSurface();
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[fe5c3ba] | 212 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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[fa9fa1c] | 213 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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[c1c2021] | 214 | void createLogicalDevice(
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| 215 | const vector<const char*> validationLayers,
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| 216 | const vector<const char*>& deviceExtensions);
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[502bd0b] | 217 | void createSwapChain();
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[f94eea9] | 218 | void createImageViews();
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[6fc24c7] | 219 | void createRenderPass();
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| 220 | VkFormat findDepthFormat();
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[fa9fa1c] | 221 | void createCommandPool();
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[603b5bc] | 222 | void createImageResources();
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| 223 |
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[b794178] | 224 | void createTextureSampler();
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[603b5bc] | 225 | void createFramebuffers();
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| 226 | void createCommandBuffers();
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[34bdf3a] | 227 | void createSyncObjects();
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[f94eea9] | 228 |
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[2d87297] | 229 | template<class VertexType, class SSBOType>
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| 230 | void addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 231 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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[3b84bb6] | 232 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 233 | bool pipelinesCreated);
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[0fe8433] | 234 |
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[2da64ef] | 235 | template<class VertexType, class SSBOType>
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| 236 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 237 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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| 238 |
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[06d959f] | 239 | template<class VertexType>
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| 240 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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| 241 |
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[cf727ca] | 242 | template<class VertexType>
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| 243 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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| 244 |
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[3b84bb6] | 245 | template<class VertexType, class SSBOType>
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| 246 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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[a79be34] | 247 |
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[055750a] | 248 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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| 249 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory, vector<VkDescriptorBufferInfo>& bufferInfoList);
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[f97c5e7] | 250 |
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[d2d9286] | 251 | void recreateSwapChain();
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| 252 |
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[c1c2021] | 253 | void cleanupSwapChain();
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[c1d9b2a] | 254 |
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| 255 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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| 256 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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| 257 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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| 258 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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| 259 | void* pUserData);
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[e8ebc76] | 260 | };
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| 261 |
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[3b84bb6] | 262 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
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| 263 | // and to change the model matrix later by setting model_transform and then calling updateObject()
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| 264 | // Figure out a better way to allow the model matrix to be set during objecting creation
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[2d87297] | 265 | template<class VertexType, class SSBOType>
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| 266 | void VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 267 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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[3b84bb6] | 268 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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| 269 | bool pipelinesCreated) {
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[0fe8433] | 270 | size_t numVertices = pipeline.getNumVertices();
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| 271 |
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| 272 | for (uint16_t& idx : indices) {
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| 273 | idx += numVertices;
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| 274 | }
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| 275 |
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[2d87297] | 276 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f) });
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[3b84bb6] | 277 | centerObject(objects.back());
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| 278 |
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| 279 | bool storageBufferResized = pipeline.addObject(vertices, indices, ssbo, commandPool, graphicsQueue);
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[0fe8433] | 280 |
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[3b84bb6] | 281 | if (pipelinesCreated) {
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[44f23af] | 282 | vkDeviceWaitIdle(device);
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| 283 | vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
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| 284 |
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| 285 | // TODO: The pipeline recreation only has to be done once per frame where at least
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| 286 | // one SSBO is resized.
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| 287 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
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| 288 | // are created and then recreate each of the corresponding pipelines only once per frame
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[3b84bb6] | 289 | if (storageBufferResized) {
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[44f23af] | 290 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
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| 291 | pipeline.createDescriptorPool(swapChainImages);
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| 292 | pipeline.createDescriptorSets(swapChainImages);
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[3b84bb6] | 293 | }
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| 294 |
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| 295 | createCommandBuffers();
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| 296 | }
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[0fe8433] | 297 | }
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| 298 |
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[0807aeb] | 299 | // TODO: Just pass in the single object instead of a list of all of them
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[2da64ef] | 300 | template<class VertexType, class SSBOType>
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| 301 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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| 302 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
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| 303 | SceneObject<VertexType, SSBOType>& obj = objects[index];
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| 304 |
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| 305 | obj.ssbo.model = obj.model_transform * obj.model_base;
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| 306 |
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| 307 | // could probably re-calculate the object center here based on model
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| 308 | // I think the center should be calculated by using model * vec3(0, 0, 0)
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| 309 | // model_base is currently only used to set the original location of the ship and asteroids
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| 310 |
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| 311 | pipeline.updateObject(index, obj.ssbo);
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| 312 | }
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| 313 |
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[06d959f] | 314 | template<class VertexType>
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| 315 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
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| 316 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
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| 317 | vec3 p1 = vertices[i].pos;
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| 318 | vec3 p2 = vertices[i+1].pos;
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| 319 | vec3 p3 = vertices[i+2].pos;
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| 320 |
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[a79be34] | 321 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
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[06d959f] | 322 |
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| 323 | // Add the same normal for all 3 vertices
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| 324 | vertices[i].normal = normal;
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| 325 | vertices[i+1].normal = normal;
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| 326 | vertices[i+2].normal = normal;
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| 327 | }
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| 328 |
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| 329 | return vertices;
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| 330 | }
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| 331 |
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[cf727ca] | 332 | template<class VertexType>
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| 333 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
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| 334 | for (VertexType& vertex : vertices) {
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| 335 | vertex.objIndex = objIndex;
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| 336 | }
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| 337 |
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| 338 | return vertices;
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| 339 | }
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| 340 |
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[3b84bb6] | 341 | template<class VertexType, class SSBOType>
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| 342 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
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| 343 | vector<VertexType>& vertices = object.vertices;
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| 344 |
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[a79be34] | 345 | float min_x = vertices[0].pos.x;
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| 346 | float max_x = vertices[0].pos.x;
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| 347 | float min_y = vertices[0].pos.y;
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| 348 | float max_y = vertices[0].pos.y;
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| 349 | float min_z = vertices[0].pos.z;
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| 350 | float max_z = vertices[0].pos.z;
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| 351 |
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| 352 | // start from the second point
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| 353 | for (unsigned int i = 1; i < vertices.size(); i++) {
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[3b84bb6] | 354 | vec3& pos = vertices[i].pos;
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| 355 |
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| 356 | if (min_x > pos.x) {
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| 357 | min_x = pos.x;
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| 358 | } else if (max_x < pos.x) {
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| 359 | max_x = pos.x;
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[a79be34] | 360 | }
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| 361 |
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[3b84bb6] | 362 | if (min_y > pos.y) {
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| 363 | min_y = pos.y;
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| 364 | } else if (max_y < pos.y) {
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| 365 | max_y = pos.y;
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[a79be34] | 366 | }
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| 367 |
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[3b84bb6] | 368 | if (min_z > pos.z) {
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| 369 | min_z = pos.z;
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| 370 | } else if (max_z < pos.z) {
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| 371 | max_z = pos.z;
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[a79be34] | 372 | }
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| 373 | }
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| 374 |
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| 375 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
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| 376 |
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| 377 | for (unsigned int i = 0; i < vertices.size(); i++) {
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| 378 | vertices[i].pos -= center;
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| 379 | }
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| 380 |
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[3b84bb6] | 381 | object.radius = std::max(center.x, center.y);
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| 382 | object.radius = std::max(object.radius, center.z);
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| 383 | object.center = vec3(0.0f, 0.0f, 0.0f);
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[a79be34] | 384 | }
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| 385 |
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[3b84bb6] | 386 | #endif // _VULKAN_GAME_H
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