source: opengl-game/vulkan-game.hpp@ 9c0a614

feature/imgui-sdl
Last change on this file since 9c0a614 was 9c0a614, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Switch to using one command pool per swap chain image in VulkanGame

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File size: 19.1 KB
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[99d44b2]1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
[e8ebc76]3
[aa7707d]4#include <algorithm>
[0807aeb]5#include <chrono>
[e1f88a9]6#include <map>
[0807aeb]7
[60578ce]8#define GLM_FORCE_RADIANS
9#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
[a79be34]10#define GLM_FORCE_RIGHT_HANDED
[60578ce]11
[771b33a]12#include <glm/glm.hpp>
[15104a8]13#include <glm/gtc/matrix_transform.hpp>
[771b33a]14
[6bfd91c]15#include <vulkan/vulkan.h>
16
[c324d6a]17#include <SDL2/SDL.h>
[6bfd91c]18#include <SDL2/SDL_ttf.h>
19
20#include "consts.hpp"
[4e705d6]21#include "vulkan-utils.hpp"
[7d2b0b9]22#include "graphics-pipeline_vulkan.hpp"
[0df3c9a]23
[4e705d6]24#include "game-gui-sdl.hpp"
[b794178]25
[e1f88a9]26#include "gui/screen.hpp"
27
[15104a8]28using namespace glm;
[0807aeb]29using namespace std::chrono;
[15104a8]30
[2e77b3f]31#ifdef NDEBUG
32 const bool ENABLE_VALIDATION_LAYERS = false;
33#else
34 const bool ENABLE_VALIDATION_LAYERS = true;
35#endif
36
[5a1ace0]37struct OverlayVertex {
[15104a8]38 vec3 pos;
39 vec2 texCoord;
[771b33a]40};
41
[5a1ace0]42struct ModelVertex {
[15104a8]43 vec3 pos;
[5a1ace0]44 vec3 color;
[15104a8]45 vec2 texCoord;
[5a1ace0]46 unsigned int objIndex;
[15104a8]47};
48
[3782d66]49struct ShipVertex {
50 vec3 pos;
51 vec3 color;
[06d959f]52 vec3 normal;
[cf727ca]53 unsigned int objIndex;
[3782d66]54};
55
[3e8cc8b]56struct AsteroidVertex {
57 vec3 pos;
58 vec3 color;
59 vec3 normal;
60 unsigned int objIndex;
61};
62
[237cbec]63struct LaserVertex {
64 vec3 pos;
65 vec2 texCoord;
66 unsigned int objIndex;
67};
68
[4a9416a]69struct ExplosionVertex {
70 vec3 particleStartVelocity;
71 float particleStartTime;
72 unsigned int objIndex;
73};
74
[2d87297]75struct SSBO_ModelObject {
[055750a]76 alignas(16) mat4 model;
77};
78
[2d87297]79struct SSBO_Asteroid {
[3e8cc8b]80 alignas(16) mat4 model;
81 alignas(4) float hp;
[4ece3bf]82 alignas(4) unsigned int deleted;
[3e8cc8b]83};
84
[237cbec]85struct SSBO_Laser {
86 alignas(16) mat4 model;
87 alignas(4) vec3 color;
88 alignas(4) unsigned int deleted;
89};
90
[4a9416a]91struct SSBO_Explosion {
92 alignas(16) mat4 model;
93 alignas(4) float explosionStartTime;
94 alignas(4) float explosionDuration;
95 alignas(4) unsigned int deleted;
96};
97
[52a02e6]98struct UBO_VP_mats {
99 alignas(16) mat4 view;
100 alignas(16) mat4 proj;
101};
102
[4a9416a]103struct UBO_Explosion {
104 alignas(16) mat4 view;
105 alignas(16) mat4 proj;
106 alignas(4) float cur_time;
107};
108
[4994692]109// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
110// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
111// TODO: Maybe create a typedef for each of the templated SceneObject types
112template<class VertexType, class SSBOType>
113struct SceneObject {
114 vector<VertexType> vertices;
115 vector<uint16_t> indices;
116 SSBOType ssbo;
117
118 mat4 model_base;
119 mat4 model_transform;
120
[5ba732a]121 bool modified;
122
[4994692]123 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
124 // parent class
125 vec3 center; // currently only matters for asteroids
126 float radius; // currently only matters for asteroids
[3950236]127 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
[4994692]128};
129
130// TODO: Have to figure out how to include an optional ssbo parameter for each object
[2da64ef]131// Could probably use the same approach to make indices optional
[4994692]132// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
133// them mamdatory
[2da64ef]134
[6104594]135// TODO: Make a singleton timer class instead
136static float curTime;
137
[7297892]138
139// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
140
141struct BaseEffectOverTime {
142 bool deleted;
143
144 virtual void applyEffect() = 0;
145
146 BaseEffectOverTime() :
147 deleted(false) {
148 }
149
150 virtual ~BaseEffectOverTime() {
151 }
152};
153
154template<class VertexType, class SSBOType>
155struct EffectOverTime : public BaseEffectOverTime {
156 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
157 vector<SceneObject<VertexType, SSBOType>>& objects;
158 unsigned int objectIndex;
159 size_t effectedFieldOffset;
160 float startValue;
161 float startTime;
162 float changePerSecond;
163
164 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
165 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
166 size_t effectedFieldOffset, float changePerSecond) :
167 pipeline(pipeline),
168 objects(objects),
169 objectIndex(objectIndex),
170 effectedFieldOffset(effectedFieldOffset),
171 startTime(curTime),
172 changePerSecond(changePerSecond) {
173 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
174
175 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
176 ssboOffset + effectedFieldOffset;
177
178 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
179 }
180
181 void applyEffect() {
182 if (objects[objectIndex].ssbo.deleted) {
183 this->deleted = true;
184 return;
185 }
186
187 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
188
189 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
190 ssboOffset + effectedFieldOffset;
191
192 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
193
194 objects[objectIndex].modified = true;
195 }
196};
197
[99d44b2]198class VulkanGame {
[e8ebc76]199 public:
[3f32dfd]200 VulkanGame();
[99d44b2]201 ~VulkanGame();
[0df3c9a]202
[b6e60b4]203 void run(int width, int height, unsigned char guiFlags);
[0df3c9a]204
[e1f88a9]205 void goToScreen(Screen* screen);
206 void quitGame();
207
208 map<ScreenType, Screen*> screens;
209 Screen* currentScreen;
210
[6bfd91c]211 TTF_Font* lazyFont;
[e1f88a9]212 TTF_Font* proggyFont;
213
[f809ae6]214 int score;
215 float fps;
216
[4e705d6]217 GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
218
219 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
220
221 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
222
223 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
224
225 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
226
227 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
228
[0df3c9a]229 private:
[c324d6a]230 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
231 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
232 VkDebugUtilsMessageTypeFlagsEXT messageType,
233 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
234 void* pUserData);
235
[5ab1b20]236 const float NEAR_CLIP = 0.1f;
237 const float FAR_CLIP = 100.0f;
[60578ce]238 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
[5ab1b20]239
[4a9416a]240 const int EXPLOSION_PARTICLE_COUNT = 300;
241 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
242
[c6f0793]243 bool done;
[e1f88a9]244
[15104a8]245 vec3 cam_pos;
246
[4e705d6]247 // TODO: Good place to start using smart pointers
[0df3c9a]248 GameGui* gui;
[c559904]249
250 SDL_version sdlVersion;
[b794178]251 SDL_Window* window = nullptr;
252 SDL_Renderer* renderer = nullptr;
253
254 SDL_Texture* uiOverlay = nullptr;
[c1d9b2a]255
256 VkInstance instance;
257 VkDebugUtilsMessengerEXT debugMessenger;
[fe5c3ba]258 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
[90a424f]259 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
[c1c2021]260 VkDevice device;
261
262 VkQueue graphicsQueue;
263 VkQueue presentQueue;
[0df3c9a]264
[3f32dfd]265 // TODO: Maybe make a swapchain struct for convenience
266 VkSurfaceFormatKHR swapChainSurfaceFormat;
267 VkPresentModeKHR swapChainPresentMode;
268 VkExtent2D swapChainExtent;
269 uint32_t swapChainMinImageCount;
[c324d6a]270 uint32_t swapChainImageCount;
[502bd0b]271 VkSwapchainKHR swapChain;
272 vector<VkImage> swapChainImages;
[f94eea9]273 vector<VkImageView> swapChainImageViews;
[603b5bc]274 vector<VkFramebuffer> swapChainFramebuffers;
[fa9fa1c]275
[6fc24c7]276 VkRenderPass renderPass;
[3f32dfd]277
278 VkCommandPool resourceCommandPool;
279
[9c0a614]280 vector<VkCommandPool> commandPools;
[603b5bc]281 vector<VkCommandBuffer> commandBuffers;
[502bd0b]282
[603b5bc]283 VulkanImage depthImage;
[b794178]284
[3f32dfd]285 // These are per frame
286 vector<VkSemaphore> imageAcquiredSemaphores;
287 vector<VkSemaphore> renderCompleteSemaphores;
288
289 // These are per swap chain image
[4e705d6]290 vector<VkFence> inFlightFences;
291
[3f32dfd]292 uint32_t imageIndex;
293 uint32_t currentFrame;
[4e705d6]294
295 bool framebufferResized;
296
[3b7d497]297 VkDescriptorPool imguiDescriptorPool;
298
[b794178]299 VkSampler textureSampler;
300
[0fe8433]301 VulkanImage sdlOverlayImage;
302 VkDescriptorImageInfo sdlOverlayImageDescriptor;
303
[4994692]304 VulkanImage floorTextureImage;
305 VkDescriptorImageInfo floorTextureImageDescriptor;
306
[237cbec]307 VulkanImage laserTextureImage;
308 VkDescriptorImageInfo laserTextureImageDescriptor;
309
[22217d4]310 mat4 viewMat, projMat;
311
[860a0da]312 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
313 // per pipeline.
314 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
315 // the objects vector, the ubo, and the ssbo
316
[2ba5617]317 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
318 // if there is a need to add other uniform variables to one or more of the shaders
319
[4e705d6]320 vector<SceneObject<OverlayVertex, void*>> overlayObjects;
321
[2d87297]322 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
[0fe8433]323
[d25381b]324 vector<VkBuffer> uniformBuffers_modelPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
[b794178]327
[0fe8433]328 UBO_VP_mats object_VP_mats;
329
[2d87297]330 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
[0fe8433]331
[3782d66]332 vector<VkBuffer> uniformBuffers_shipPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
335
[0fe8433]336 UBO_VP_mats ship_VP_mats;
[0e09340]337
[2d87297]338 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
[3e8cc8b]339
340 vector<VkBuffer> uniformBuffers_asteroidPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
343
344 UBO_VP_mats asteroid_VP_mats;
345
[237cbec]346 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
347
348 vector<VkBuffer> uniformBuffers_laserPipeline;
349 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
350 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
351
352 UBO_VP_mats laser_VP_mats;
353
[4a9416a]354 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
355
356 vector<VkBuffer> uniformBuffers_explosionPipeline;
357 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
358 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
359
360 UBO_Explosion explosion_UBO;
361
[7297892]362 vector<BaseEffectOverTime*> effects;
363
[0807aeb]364 time_point<steady_clock> startTime;
[6104594]365 float prevTime, elapsedTime;
[0807aeb]366
[f809ae6]367 float fpsStartTime;
368 int frameCount;
369
[0807aeb]370 float shipSpeed = 0.5f;
371 float asteroidSpeed = 2.0f;
372
373 float spawnRate_asteroid = 0.5;
374 float lastSpawn_asteroid;
[4ece3bf]375
[1f81ecc]376 unsigned int leftLaserIdx = -1;
[7297892]377 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
[1f81ecc]378
379 unsigned int rightLaserIdx = -1;
[7297892]380 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
[1f81ecc]381
[4e705d6]382 bool initUI(int width, int height, unsigned char guiFlags);
[0df3c9a]383 void initVulkan();
[f97c5e7]384 void initGraphicsPipelines();
[15104a8]385 void initMatrices();
[0df3c9a]386 void mainLoop();
[3f32dfd]387 void updateScene();
[a0c5f28]388 void renderScene();
[0df3c9a]389 void cleanup();
[c1d9b2a]390
[c324d6a]391 void createVulkanInstance(const vector<const char*>& validationLayers);
[c1d9b2a]392 void setupDebugMessenger();
393 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
[90a424f]394 void createVulkanSurface();
[fe5c3ba]395 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
[fa9fa1c]396 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
[c324d6a]397 void createLogicalDevice(const vector<const char*>& validationLayers,
[c1c2021]398 const vector<const char*>& deviceExtensions);
[3f32dfd]399 void chooseSwapChainProperties();
[502bd0b]400 void createSwapChain();
[f94eea9]401 void createImageViews();
[6fc24c7]402 void createRenderPass();
[3f32dfd]403 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
404 void createResourceCommandPool();
[9c0a614]405 void createCommandPools();
[603b5bc]406 void createImageResources();
407 void createFramebuffers();
408 void createCommandBuffers();
[34bdf3a]409 void createSyncObjects();
[f94eea9]410
[3f32dfd]411 void createTextureSampler();
412
[3b7d497]413 void createImguiDescriptorPool();
414 void destroyImguiDescriptorPool();
415
[4994692]416 // TODO: Since addObject() returns a reference to the new object now,
417 // stop using objects.back() to access the object that was just created
[2d87297]418 template<class VertexType, class SSBOType>
[4994692]419 SceneObject<VertexType, SSBOType>& addObject(
420 vector<SceneObject<VertexType, SSBOType>>& objects,
421 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
422 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
423 bool pipelinesCreated);
[0fe8433]424
[2da64ef]425 template<class VertexType, class SSBOType>
426 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
[4994692]427 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
[2da64ef]428
[1f81ecc]429 template<class VertexType, class SSBOType>
430 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
431 SceneObject<VertexType, SSBOType>& obj, size_t index);
432
[06d959f]433 template<class VertexType>
434 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
435
[cf727ca]436 template<class VertexType>
437 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
438
[3b84bb6]439 template<class VertexType, class SSBOType>
440 void centerObject(SceneObject<VertexType, SSBOType>& object);
[a79be34]441
[52a02e6]442 void addLaser(vec3 start, vec3 end, vec3 color, float width);
443 void translateLaser(size_t index, const vec3& translation);
444 void updateLaserTarget(size_t index);
445 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
446 vec3& start, vec3& end, vec3& intersection);
447
[4a9416a]448 void addExplosion(mat4 model_mat, float duration, float cur_time);
449
[055750a]450 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
[4994692]451 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
452 vector<VkDescriptorBufferInfo>& bufferInfoList);
[f97c5e7]453
[d2d9286]454 void recreateSwapChain();
455
[c1c2021]456 void cleanupSwapChain();
[e8ebc76]457};
458
[4a9416a]459// Start of specialized no-op functions
460
461template<>
462inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
463}
464
465// End of specialized no-op functions
466
[3b84bb6]467// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
468// and to change the model matrix later by setting model_transform and then calling updateObject()
469// Figure out a better way to allow the model matrix to be set during objecting creation
[2ba5617]470
471// TODO: Maybe return a reference to the object from this method if I decide that updating it
472// immediately after creation is a good idea (such as setting model_base)
473// Currently, model_base is set like this in a few places and the radius is set for asteroids
474// to account for scaling
[2d87297]475template<class VertexType, class SSBOType>
[4994692]476SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
477 vector<SceneObject<VertexType, SSBOType>>& objects,
[2d87297]478 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
[3b84bb6]479 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
480 bool pipelinesCreated) {
[2ba5617]481 // TODO: Use the model field of ssbo to set the object's model_base
482 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
[0fe8433]483 size_t numVertices = pipeline.getNumVertices();
484
485 for (uint16_t& idx : indices) {
486 idx += numVertices;
487 }
488
[5ba732a]489 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
[3b84bb6]490
[2ba5617]491 SceneObject<VertexType, SSBOType>& obj = objects.back();
[1f81ecc]492
[4a9416a]493 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
[1f81ecc]494 centerObject(obj);
495 }
[2ba5617]496
[4994692]497 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
[9067efc]498 resourceCommandPool, graphicsQueue);
[0fe8433]499
[3b84bb6]500 if (pipelinesCreated) {
[44f23af]501 vkDeviceWaitIdle(device);
[9c0a614]502
503 for (uint32_t i = 0; i < swapChainImageCount; i++) {
504 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
505 }
[44f23af]506
507 // TODO: The pipeline recreation only has to be done once per frame where at least
508 // one SSBO is resized.
509 // Refactor the logic to check for any resized SSBOs after all objects for the frame
510 // are created and then recreate each of the corresponding pipelines only once per frame
[3b84bb6]511 if (storageBufferResized) {
[44f23af]512 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
513 pipeline.createDescriptorPool(swapChainImages);
514 pipeline.createDescriptorSets(swapChainImages);
[3b84bb6]515 }
516
517 createCommandBuffers();
518 }
[4994692]519
520 return obj;
[0fe8433]521}
522
[0807aeb]523// TODO: Just pass in the single object instead of a list of all of them
[2da64ef]524template<class VertexType, class SSBOType>
525void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
526 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
527 SceneObject<VertexType, SSBOType>& obj = objects[index];
528
529 obj.ssbo.model = obj.model_transform * obj.model_base;
[2ba5617]530 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
[2da64ef]531
532 pipeline.updateObject(index, obj.ssbo);
[5ba732a]533
534 obj.modified = false;
[2da64ef]535}
536
[1f81ecc]537template<class VertexType, class SSBOType>
538void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
539 SceneObject<VertexType, SSBOType>& obj, size_t index) {
[9067efc]540 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
[1f81ecc]541}
542
[06d959f]543template<class VertexType>
544vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
545 for (unsigned int i = 0; i < vertices.size(); i += 3) {
546 vec3 p1 = vertices[i].pos;
547 vec3 p2 = vertices[i+1].pos;
548 vec3 p3 = vertices[i+2].pos;
549
[a79be34]550 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
[06d959f]551
552 // Add the same normal for all 3 vertices
553 vertices[i].normal = normal;
554 vertices[i+1].normal = normal;
555 vertices[i+2].normal = normal;
556 }
557
558 return vertices;
559}
560
[cf727ca]561template<class VertexType>
562vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
563 for (VertexType& vertex : vertices) {
564 vertex.objIndex = objIndex;
565 }
566
567 return vertices;
568}
569
[3b84bb6]570template<class VertexType, class SSBOType>
571void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
572 vector<VertexType>& vertices = object.vertices;
573
[a79be34]574 float min_x = vertices[0].pos.x;
575 float max_x = vertices[0].pos.x;
576 float min_y = vertices[0].pos.y;
577 float max_y = vertices[0].pos.y;
578 float min_z = vertices[0].pos.z;
579 float max_z = vertices[0].pos.z;
580
581 // start from the second point
582 for (unsigned int i = 1; i < vertices.size(); i++) {
[3b84bb6]583 vec3& pos = vertices[i].pos;
584
585 if (min_x > pos.x) {
586 min_x = pos.x;
587 } else if (max_x < pos.x) {
588 max_x = pos.x;
[a79be34]589 }
590
[3b84bb6]591 if (min_y > pos.y) {
592 min_y = pos.y;
593 } else if (max_y < pos.y) {
594 max_y = pos.y;
[a79be34]595 }
596
[3b84bb6]597 if (min_z > pos.z) {
598 min_z = pos.z;
599 } else if (max_z < pos.z) {
600 max_z = pos.z;
[a79be34]601 }
602 }
603
604 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
605
606 for (unsigned int i = 0; i < vertices.size(); i++) {
607 vertices[i].pos -= center;
608 }
609
[2ba5617]610 object.radius = std::max(max_x - center.x, max_y - center.y);
611 object.radius = std::max(object.radius, max_z - center.z);
612
[3b84bb6]613 object.center = vec3(0.0f, 0.0f, 0.0f);
[a79be34]614}
615
[3b84bb6]616#endif // _VULKAN_GAME_H
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