source: opengl-game/vulkan-game.hpp@ 845a2cb

points-test
Last change on this file since 845a2cb was 845a2cb, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

test point size

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File size: 18.1 KB
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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[0807aeb]4#include <chrono>
5
[60578ce]6#define GLM_FORCE_RADIANS
7#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]8#define GLM_FORCE_RIGHT_HANDED
[60578ce]9
[771b33a]10#include <glm/glm.hpp>
[15104a8]11#include <glm/gtc/matrix_transform.hpp>
[771b33a]12
[0df3c9a]13#include "game-gui-sdl.hpp"
[7d2b0b9]14#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]15
[b794178]16#include "vulkan-utils.hpp"
17
[15104a8]18using namespace glm;
[0807aeb]19using namespace std::chrono;
[15104a8]20
[2e77b3f]21#ifdef NDEBUG
22 const bool ENABLE_VALIDATION_LAYERS = false;
23#else
24 const bool ENABLE_VALIDATION_LAYERS = true;
25#endif
26
[5a1ace0]27struct OverlayVertex {
[15104a8]28 vec3 pos;
29 vec2 texCoord;
[771b33a]30};
31
[5a1ace0]32struct ModelVertex {
[15104a8]33 vec3 pos;
[5a1ace0]34 vec3 color;
[15104a8]35 vec2 texCoord;
[5a1ace0]36 unsigned int objIndex;
[15104a8]37};
38
[3782d66]39struct ShipVertex {
40 vec3 pos;
41 vec3 color;
[06d959f]42 vec3 normal;
[cf727ca]43 unsigned int objIndex;
[3782d66]44};
45
[3e8cc8b]46struct AsteroidVertex {
47 vec3 pos;
48 vec3 color;
49 vec3 normal;
50 unsigned int objIndex;
51};
52
[237cbec]53struct LaserVertex {
54 vec3 pos;
55 vec2 texCoord;
56 unsigned int objIndex;
57};
58
[845a2cb]59struct ExplosionVertex {
60 vec3 particleStartVelocity;
61 float particleStartTime;
62 unsigned int objIndex;
[771b33a]63};
64
[2d87297]65struct SSBO_ModelObject {
[055750a]66 alignas(16) mat4 model;
67};
68
[2d87297]69struct SSBO_Asteroid {
[3e8cc8b]70 alignas(16) mat4 model;
71 alignas(4) float hp;
[4ece3bf]72 alignas(4) unsigned int deleted;
[3e8cc8b]73};
74
[237cbec]75struct SSBO_Laser {
76 alignas(16) mat4 model;
77 alignas(4) vec3 color;
78 alignas(4) unsigned int deleted;
79};
80
[845a2cb]81struct SSBO_Explosion {
82 alignas(16) mat4 model;
83 alignas(4) float explosionStartTime;
84 alignas(4) float explosionDuration;
85 alignas(4) unsigned int deleted;
86};
87
88struct UBO_VP_mats {
89 alignas(16) mat4 view;
90 alignas(16) mat4 proj;
91};
92
93struct UBO_Explosion {
94 alignas(16) mat4 view;
95 alignas(16) mat4 proj;
96 alignas(4) float cur_time;
97};
98
[4994692]99// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
100// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
101// TODO: Maybe create a typedef for each of the templated SceneObject types
102template<class VertexType, class SSBOType>
103struct SceneObject {
104 vector<VertexType> vertices;
105 vector<uint16_t> indices;
106 SSBOType ssbo;
107
108 mat4 model_base;
109 mat4 model_transform;
110
[5ba732a]111 bool modified;
112
[4994692]113 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
114 // parent class
115 vec3 center; // currently only matters for asteroids
116 float radius; // currently only matters for asteroids
[3950236]117 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]118};
119
120// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]121// Could probably use the same approach to make indices optional
[4994692]122// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
123// them mamdatory
[2da64ef]124
[6104594]125// TODO: Make a singleton timer class instead
126static float curTime;
127
[7297892]128
129// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
130
131struct BaseEffectOverTime {
132 bool deleted;
133
134 virtual void applyEffect() = 0;
135
136 BaseEffectOverTime() :
137 deleted(false) {
138 }
139
140 virtual ~BaseEffectOverTime() {
141 }
142};
143
144template<class VertexType, class SSBOType>
145struct EffectOverTime : public BaseEffectOverTime {
146 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
147 vector<SceneObject<VertexType, SSBOType>>& objects;
148 unsigned int objectIndex;
149 size_t effectedFieldOffset;
150 float startValue;
151 float startTime;
152 float changePerSecond;
153
154 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
155 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
156 size_t effectedFieldOffset, float changePerSecond) :
157 pipeline(pipeline),
158 objects(objects),
159 objectIndex(objectIndex),
160 effectedFieldOffset(effectedFieldOffset),
161 startTime(curTime),
162 changePerSecond(changePerSecond) {
163 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
164
165 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
166 ssboOffset + effectedFieldOffset;
167
168 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
169 }
170
171 void applyEffect() {
172 if (objects[objectIndex].ssbo.deleted) {
173 this->deleted = true;
174 return;
175 }
176
177 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
178
179 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
180 ssboOffset + effectedFieldOffset;
181
182 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
183
184 objects[objectIndex].modified = true;
185 }
186};
187
[99d44b2]188class VulkanGame {
[e8ebc76]189 public:
[34bdf3a]190 VulkanGame(int maxFramesInFlight);
[99d44b2]191 ~VulkanGame();
[0df3c9a]192
[b6e60b4]193 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]194
195 private:
[845a2cb]196 // TODO: Make these consts static
197
[34bdf3a]198 const int MAX_FRAMES_IN_FLIGHT;
199
[5ab1b20]200 const float NEAR_CLIP = 0.1f;
201 const float FAR_CLIP = 100.0f;
[60578ce]202 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]203
[845a2cb]204 const int EXPLOSION_PARTICLE_COUNT = 300;
205
[15104a8]206 vec3 cam_pos;
207
[0df3c9a]208 GameGui* gui;
[c559904]209
210 SDL_version sdlVersion;
[b794178]211 SDL_Window* window = nullptr;
212 SDL_Renderer* renderer = nullptr;
213
214 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]215
216 VkInstance instance;
217 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]218 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]219 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]220 VkDevice device;
221
222 VkQueue graphicsQueue;
223 VkQueue presentQueue;
[0df3c9a]224
[502bd0b]225 VkSwapchainKHR swapChain;
226 vector<VkImage> swapChainImages;
227 VkFormat swapChainImageFormat;
[603b5bc]228 VkExtent2D swapChainExtent;
[f94eea9]229 vector<VkImageView> swapChainImageViews;
[603b5bc]230 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]231
[6fc24c7]232 VkRenderPass renderPass;
[fa9fa1c]233 VkCommandPool commandPool;
[603b5bc]234 vector<VkCommandBuffer> commandBuffers;
[502bd0b]235
[603b5bc]236 VulkanImage depthImage;
[b794178]237
238 VkSampler textureSampler;
239
[0fe8433]240 VulkanImage sdlOverlayImage;
241 VkDescriptorImageInfo sdlOverlayImageDescriptor;
242
[4994692]243 VulkanImage floorTextureImage;
244 VkDescriptorImageInfo floorTextureImageDescriptor;
245
[237cbec]246 VulkanImage laserTextureImage;
247 VkDescriptorImageInfo laserTextureImageDescriptor;
248
[0fe8433]249 TTF_Font* font;
250 SDL_Texture* fontSDLTexture;
251
252 SDL_Texture* imageSDLTexture;
253
254 vector<VkSemaphore> imageAvailableSemaphores;
255 vector<VkSemaphore> renderFinishedSemaphores;
256 vector<VkFence> inFlightFences;
257
258 size_t currentFrame;
259
260 bool framebufferResized;
261
[22217d4]262 mat4 viewMat, projMat;
263
[2d87297]264 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
265 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
[0fe8433]266
[860a0da]267 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
268 // per pipeline.
269 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
270 // the objects vector, the ubo, and the ssbo
271
[2ba5617]272 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
273 // if there is a need to add other uniform variables to one or more of the shaders
274
[2d87297]275 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
276 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]277
[d25381b]278 vector<VkBuffer> uniformBuffers_modelPipeline;
279 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
280 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]281
[0fe8433]282 UBO_VP_mats object_VP_mats;
283
[2d87297]284 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
285 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]286
[3782d66]287 vector<VkBuffer> uniformBuffers_shipPipeline;
288 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
289 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
290
[0fe8433]291 UBO_VP_mats ship_VP_mats;
[0e09340]292
[2d87297]293 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
294 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]295
296 vector<VkBuffer> uniformBuffers_asteroidPipeline;
297 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
298 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
299
300 UBO_VP_mats asteroid_VP_mats;
301
[237cbec]302 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
303 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
304
305 vector<VkBuffer> uniformBuffers_laserPipeline;
306 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
307 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
308
309 UBO_VP_mats laser_VP_mats;
310
[845a2cb]311 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
312 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
313
314 vector<VkBuffer> uniformBuffers_explosionPipeline;
315 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
316 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
317
318 UBO_Explosion explosion_UBO;
319
[7297892]320 vector<BaseEffectOverTime*> effects;
321
[0807aeb]322 time_point<steady_clock> startTime;
[6104594]323 float prevTime, elapsedTime;
[0807aeb]324
325 float shipSpeed = 0.5f;
326 float asteroidSpeed = 2.0f;
327
328 float spawnRate_asteroid = 0.5;
329 float lastSpawn_asteroid;
[4ece3bf]330
[1f81ecc]331 unsigned int leftLaserIdx = -1;
[7297892]332 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]333
334 unsigned int rightLaserIdx = -1;
[7297892]335 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]336
[b6e60b4]337 bool initWindow(int width, int height, unsigned char guiFlags);
[0df3c9a]338 void initVulkan();
[f97c5e7]339 void initGraphicsPipelines();
[15104a8]340 void initMatrices();
[0df3c9a]341 void mainLoop();
[8e02b6b]342 void updateScene(uint32_t currentImage);
[a0c5f28]343 void renderUI();
344 void renderScene();
[0df3c9a]345 void cleanup();
[c1d9b2a]346
347 void createVulkanInstance(const vector<const char*> &validationLayers);
348 void setupDebugMessenger();
349 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]350 void createVulkanSurface();
[fe5c3ba]351 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]352 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c1c2021]353 void createLogicalDevice(
354 const vector<const char*> validationLayers,
355 const vector<const char*>& deviceExtensions);
[502bd0b]356 void createSwapChain();
[f94eea9]357 void createImageViews();
[6fc24c7]358 void createRenderPass();
359 VkFormat findDepthFormat();
[fa9fa1c]360 void createCommandPool();
[603b5bc]361 void createImageResources();
362
[b794178]363 void createTextureSampler();
[603b5bc]364 void createFramebuffers();
365 void createCommandBuffers();
[34bdf3a]366 void createSyncObjects();
[f94eea9]367
[4994692]368 // TODO: Since addObject() returns a reference to the new object now,
369 // stop using objects.back() to access the object that was just created
[2d87297]370 template<class VertexType, class SSBOType>
[4994692]371 SceneObject<VertexType, SSBOType>& addObject(
372 vector<SceneObject<VertexType, SSBOType>>& objects,
373 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
374 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
375 bool pipelinesCreated);
[0fe8433]376
[2da64ef]377 template<class VertexType, class SSBOType>
378 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]379 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]380
[1f81ecc]381 template<class VertexType, class SSBOType>
382 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
383 SceneObject<VertexType, SSBOType>& obj, size_t index);
384
[06d959f]385 template<class VertexType>
386 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
387
[cf727ca]388 template<class VertexType>
389 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
390
[3b84bb6]391 template<class VertexType, class SSBOType>
392 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]393
[845a2cb]394 void addLaser(vec3 start, vec3 end, vec3 color, float width);
395 void translateLaser(size_t index, const vec3& translation);
396 void updateLaserTarget(size_t index);
397 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
398 vec3& start, vec3& end, vec3& intersection);
399
400 void addExplosion(mat4 model_mat, float duration, float cur_time);
401
[055750a]402 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]403 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
404 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]405
[d2d9286]406 void recreateSwapChain();
407
[c1c2021]408 void cleanupSwapChain();
[c1d9b2a]409
410 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
411 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
412 VkDebugUtilsMessageTypeFlagsEXT messageType,
413 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
414 void* pUserData);
[e8ebc76]415};
416
[845a2cb]417// Start of specialized no-op functions
418
419template<>
420inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
421}
422
423// End of specialized no-op functions
424
[3b84bb6]425// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
426// and to change the model matrix later by setting model_transform and then calling updateObject()
427// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]428
429// TODO: Maybe return a reference to the object from this method if I decide that updating it
430// immediately after creation is a good idea (such as setting model_base)
431// Currently, model_base is set like this in a few places and the radius is set for asteroids
432// to account for scaling
[2d87297]433template<class VertexType, class SSBOType>
[4994692]434SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
435 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]436 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]437 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
438 bool pipelinesCreated) {
[2ba5617]439 // TODO: Use the model field of ssbo to set the object's model_base
440 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]441 size_t numVertices = pipeline.getNumVertices();
442
443 for (uint16_t& idx : indices) {
444 idx += numVertices;
445 }
446
[5ba732a]447 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]448
[2ba5617]449 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]450
[845a2cb]451 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]452 centerObject(obj);
453 }
[2ba5617]454
[4994692]455 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
456 this->commandPool, this->graphicsQueue);
[0fe8433]457
[3b84bb6]458 if (pipelinesCreated) {
[44f23af]459 vkDeviceWaitIdle(device);
460 vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
461
462 // TODO: The pipeline recreation only has to be done once per frame where at least
463 // one SSBO is resized.
464 // Refactor the logic to check for any resized SSBOs after all objects for the frame
465 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]466 if (storageBufferResized) {
[44f23af]467 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
468 pipeline.createDescriptorPool(swapChainImages);
469 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]470 }
471
472 createCommandBuffers();
473 }
[4994692]474
475 return obj;
[0fe8433]476}
477
[0807aeb]478// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]479template<class VertexType, class SSBOType>
480void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
481 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
482 SceneObject<VertexType, SSBOType>& obj = objects[index];
483
484 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]485 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]486
487 pipeline.updateObject(index, obj.ssbo);
[5ba732a]488
489 obj.modified = false;
[2da64ef]490}
491
[1f81ecc]492template<class VertexType, class SSBOType>
493void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
494 SceneObject<VertexType, SSBOType>& obj, size_t index) {
495 pipeline.updateObjectVertices(index, obj.vertices, this->commandPool, this->graphicsQueue);
496}
497
[06d959f]498template<class VertexType>
499vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
500 for (unsigned int i = 0; i < vertices.size(); i += 3) {
501 vec3 p1 = vertices[i].pos;
502 vec3 p2 = vertices[i+1].pos;
503 vec3 p3 = vertices[i+2].pos;
504
[a79be34]505 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]506
507 // Add the same normal for all 3 vertices
508 vertices[i].normal = normal;
509 vertices[i+1].normal = normal;
510 vertices[i+2].normal = normal;
511 }
512
513 return vertices;
514}
515
[cf727ca]516template<class VertexType>
517vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
518 for (VertexType& vertex : vertices) {
519 vertex.objIndex = objIndex;
520 }
521
522 return vertices;
523}
524
[3b84bb6]525template<class VertexType, class SSBOType>
526void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
527 vector<VertexType>& vertices = object.vertices;
528
[a79be34]529 float min_x = vertices[0].pos.x;
530 float max_x = vertices[0].pos.x;
531 float min_y = vertices[0].pos.y;
532 float max_y = vertices[0].pos.y;
533 float min_z = vertices[0].pos.z;
534 float max_z = vertices[0].pos.z;
535
536 // start from the second point
537 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]538 vec3& pos = vertices[i].pos;
539
540 if (min_x > pos.x) {
541 min_x = pos.x;
542 } else if (max_x < pos.x) {
543 max_x = pos.x;
[a79be34]544 }
545
[3b84bb6]546 if (min_y > pos.y) {
547 min_y = pos.y;
548 } else if (max_y < pos.y) {
549 max_y = pos.y;
[a79be34]550 }
551
[3b84bb6]552 if (min_z > pos.z) {
553 min_z = pos.z;
554 } else if (max_z < pos.z) {
555 max_z = pos.z;
[a79be34]556 }
557 }
558
559 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
560
561 for (unsigned int i = 0; i < vertices.size(); i++) {
562 vertices[i].pos -= center;
563 }
564
[2ba5617]565 object.radius = std::max(max_x - center.x, max_y - center.y);
566 object.radius = std::max(object.radius, max_z - center.z);
567
[3b84bb6]568 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]569}
570
[3b84bb6]571#endif // _VULKAN_GAME_H
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