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