1 | #ifndef _VULKAN_GAME_H
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2 | #define _VULKAN_GAME_H
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3 |
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4 | #include <algorithm>
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5 | #include <chrono>
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6 | #include <map>
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7 | #include <vector>
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8 |
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9 | #include <vulkan/vulkan.h>
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10 |
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11 | #include <SDL2/SDL.h>
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12 | #include <SDL2/SDL_ttf.h>
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13 |
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14 | #define GLM_FORCE_RADIANS
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15 | #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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16 | #define GLM_FORCE_RIGHT_HANDED
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17 |
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18 | #include <glm/glm.hpp>
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19 | #include <glm/gtc/matrix_transform.hpp>
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20 |
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21 | #include "IMGUI/imgui_impl_vulkan.h"
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22 |
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23 | #include "consts.hpp"
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24 | #include "utils.hpp"
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25 | #include "game-gui-sdl.hpp"
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26 | #include "vulkan-utils.hpp"
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27 | #include "graphics-pipeline_vulkan.hpp"
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28 | #include "vulkan-buffer.hpp"
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29 |
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30 | using namespace glm;
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31 | using namespace std::chrono;
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32 |
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33 | #ifdef NDEBUG
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34 | const bool ENABLE_VALIDATION_LAYERS = false;
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35 | #else
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36 | const bool ENABLE_VALIDATION_LAYERS = true;
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37 | #endif
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38 |
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39 | // TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
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40 | // by consolidating some and trying to keep new ones to a minimum
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41 |
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42 | struct ModelVertex {
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43 | vec3 pos;
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44 | vec3 color;
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45 | vec2 texCoord;
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46 | vec3 normal;
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47 | unsigned int objIndex;
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48 | };
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49 |
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50 | struct LaserVertex {
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51 | vec3 pos;
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52 | vec2 texCoord;
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53 | unsigned int objIndex;
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54 | };
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55 |
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56 | struct ExplosionVertex {
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57 | vec3 particleStartVelocity;
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58 | float particleStartTime;
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59 | unsigned int objIndex;
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60 | };
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61 |
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62 | struct SSBO_ModelObject {
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63 | alignas(16) mat4 model;
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64 | };
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65 |
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66 | struct SSBO_Asteroid {
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67 | alignas(16) mat4 model;
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68 | alignas(4) float hp;
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69 | alignas(4) unsigned int deleted;
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70 | };
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71 |
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72 | struct SSBO_Laser {
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73 | alignas(16) mat4 model;
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74 | alignas(4) vec3 color;
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75 | alignas(4) unsigned int deleted;
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76 | };
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77 |
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78 | struct SSBO_Explosion {
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79 | alignas(16) mat4 model;
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80 | alignas(4) float explosionStartTime;
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81 | alignas(4) float explosionDuration;
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82 | alignas(4) unsigned int deleted;
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83 | };
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84 |
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85 | struct UBO_VP_mats {
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86 | alignas(16) mat4 view;
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87 | alignas(16) mat4 proj;
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88 | };
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89 |
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90 | struct UBO_Explosion {
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91 | alignas(16) mat4 view;
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92 | alignas(16) mat4 proj;
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93 | alignas(4) float cur_time;
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94 | };
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95 |
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96 | // TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
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97 | // Also, probably better to make this a vector of structs where each struct
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98 | // has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
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99 | // TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
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100 | struct BufferSet {
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101 | vector<VkBuffer> buffers;
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102 | vector<VkDeviceMemory> memory;
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103 | vector<VkDescriptorBufferInfo> infoSet;
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104 | VkBufferUsageFlags usages;
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105 | VkMemoryPropertyFlags properties;
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106 | };
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107 |
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108 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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109 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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110 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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111 | template<class VertexType>
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112 | struct SceneObject {
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113 | vector<VertexType> vertices;
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114 | vector<uint16_t> indices;
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115 |
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116 | mat4 model_base;
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117 | mat4 model_transform;
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118 |
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119 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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120 | // parent class
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121 | vec3 center; // currently only matters for asteroids
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122 | float radius; // currently only matters for asteroids
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123 |
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124 | // Move the targetAsteroid stuff out of this class since it is very specific to lasers
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125 | // and makes moving SceneObject into its own header file more problematic
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126 | SceneObject<ModelVertex>* targetAsteroid; // currently only used for lasers
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127 | };
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128 |
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129 | // TODO: Figure out how to include an optional ssbo parameter for each object
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130 | // Could probably use the same approach to make indices optional
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131 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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132 | // them mandatory
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133 |
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134 |
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135 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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136 |
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137 | struct BaseEffectOverTime {
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138 | bool deleted;
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139 |
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140 | virtual void applyEffect(float curTime) = 0;
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141 |
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142 | BaseEffectOverTime() :
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143 | deleted(false) {
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144 | }
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145 |
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146 | virtual ~BaseEffectOverTime() {
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147 | }
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148 | };
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149 |
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150 | // TODO: Move this into its own hpp and cpp files
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151 | // TODO: Actually, since this is only used to make lasers deal damage to asteroids, review the logic
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152 | // and see if there is a more straightforward way of implementing this.
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153 | // If there is a simple and straightforward way to implement this in updateScene(), I should just do that instead of
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154 | // using this class. A general feature like this is useful, but, depending on the actual game, it might not be used
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155 | // that often, and using this class might actually make things more complicated if it doesn't quite implement the
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156 | // desired features
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157 | template<class SSBOType>
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158 | struct EffectOverTime : public BaseEffectOverTime {
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159 | VulkanBuffer<SSBOType> &buffer;
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160 | uint32_t objectIndex;
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161 | size_t effectedFieldOffset;
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162 | float startValue;
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163 | float startTime;
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164 | float changePerSecond;
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165 |
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166 | EffectOverTime(VulkanBuffer<SSBOType> &buffer, uint32_t objectIndex, size_t effectedFieldOffset, float startTime,
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167 | float changePerSecond)
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168 | : buffer(buffer)
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169 | , objectIndex(objectIndex)
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170 | , effectedFieldOffset(effectedFieldOffset)
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171 | , startTime(startTime)
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172 | , changePerSecond(changePerSecond) {
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173 | startValue = *reinterpret_cast<float*>(getEffectedFieldPtr());
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174 | }
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175 |
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176 | unsigned char* getEffectedFieldPtr() {
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177 | return reinterpret_cast<unsigned char*>(&buffer.get(objectIndex)) + effectedFieldOffset;
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178 | }
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179 |
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180 | void applyEffect(float curTime) {
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181 | if (buffer.get(objectIndex).deleted) {
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182 | deleted = true;
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183 | return;
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184 | }
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185 |
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186 | *reinterpret_cast<float*>(getEffectedFieldPtr()) = startValue + (curTime - startTime) * changePerSecond;
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187 | }
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188 | };
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189 |
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190 | // TODO: Maybe move this to a different header
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191 |
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192 | enum UIValueType {
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193 | UIVALUE_INT,
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194 | UIVALUE_DOUBLE,
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195 | };
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196 |
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197 | struct UIValue {
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198 | UIValueType type;
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199 | string label;
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200 | void* value;
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201 |
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202 | UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
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203 | };
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204 |
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205 | /* TODO: The following syntax (note the const keyword) means the function will not modify
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206 | * its params. I should use this where appropriate
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207 | *
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208 | * [return-type] [func-name](params...) const { ... }
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209 | */
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210 |
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211 | class VulkanGame {
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212 |
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213 | public:
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214 |
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215 | VulkanGame();
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216 | ~VulkanGame();
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217 |
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218 | void run(int width, int height, unsigned char guiFlags);
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219 |
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220 | private:
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221 |
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222 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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223 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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224 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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225 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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226 | void* pUserData);
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227 |
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228 | // TODO: Maybe pass these in as parameters to some Camera class
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229 | const float NEAR_CLIP = 0.1f;
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230 | const float FAR_CLIP = 100.0f;
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231 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
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232 |
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233 | const int EXPLOSION_PARTICLE_COUNT = 300;
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234 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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235 |
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236 | bool done;
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237 |
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238 | vec3 cam_pos;
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239 |
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240 | // TODO: Good place to start using smart pointers
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241 | GameGui* gui;
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242 |
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243 | SDL_version sdlVersion;
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244 | SDL_Window* window = nullptr;
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245 |
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246 | int drawableWidth, drawableHeight;
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247 |
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248 | VkInstance instance;
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249 | VkDebugUtilsMessengerEXT debugMessenger;
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250 | VkSurfaceKHR vulkanSurface;
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251 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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252 | VkDevice device;
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253 |
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254 | VkQueue graphicsQueue;
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255 | VkQueue presentQueue;
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256 |
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257 | // TODO: Maybe make a swapchain struct for convenience
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258 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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259 | VkPresentModeKHR swapChainPresentMode;
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260 | VkExtent2D swapChainExtent;
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261 | uint32_t swapChainMinImageCount;
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262 | uint32_t swapChainImageCount;
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263 | VkSwapchainKHR swapChain;
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264 | vector<VkImage> swapChainImages;
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265 | vector<VkImageView> swapChainImageViews;
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266 | vector<VkFramebuffer> swapChainFramebuffers;
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267 |
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268 | VkRenderPass renderPass;
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269 |
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270 | VkCommandPool resourceCommandPool;
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271 |
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272 | vector<VkCommandPool> commandPools;
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273 | vector<VkCommandBuffer> commandBuffers;
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274 |
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275 | VulkanImage depthImage;
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276 |
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277 | // These are per frame
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278 | vector<VkSemaphore> imageAcquiredSemaphores;
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279 | vector<VkSemaphore> renderCompleteSemaphores;
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280 |
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281 | // These are per swap chain image
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282 | vector<VkFence> inFlightFences;
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283 |
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284 | uint32_t imageIndex;
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285 | uint32_t currentFrame;
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286 |
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287 | bool shouldRecreateSwapChain;
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288 |
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289 | VkSampler textureSampler;
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290 |
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291 | VulkanImage floorTextureImage;
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292 | VkDescriptorImageInfo floorTextureImageDescriptor;
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293 |
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294 | VulkanImage laserTextureImage;
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295 | VkDescriptorImageInfo laserTextureImageDescriptor;
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296 |
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297 | mat4 viewMat, projMat;
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298 |
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299 | // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
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300 | VkDescriptorPool imguiDescriptorPool;
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301 |
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302 | // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
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303 | // while working on graphics-library. Double-check exactly what this was and note it down here.
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304 | // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
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305 | // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
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306 | // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
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307 | GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
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308 | GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
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309 | GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
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310 | GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
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311 | GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
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312 |
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313 | BufferSet storageBuffers_modelPipeline;
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314 | VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
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315 | BufferSet uniformBuffers_modelPipeline;
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316 |
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317 | BufferSet storageBuffers_shipPipeline;
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318 | VulkanBuffer<SSBO_ModelObject> objects_shipPipeline;
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319 | BufferSet uniformBuffers_shipPipeline;
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320 |
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321 | BufferSet storageBuffers_asteroidPipeline;
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322 | VulkanBuffer<SSBO_Asteroid> objects_asteroidPipeline;
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323 | BufferSet uniformBuffers_asteroidPipeline;
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324 |
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325 | BufferSet storageBuffers_laserPipeline;
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326 | VulkanBuffer<SSBO_Laser> objects_laserPipeline;
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327 | BufferSet uniformBuffers_laserPipeline;
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328 |
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329 | BufferSet storageBuffers_explosionPipeline;
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330 | VulkanBuffer<SSBO_Explosion> objects_explosionPipeline;
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331 | BufferSet uniformBuffers_explosionPipeline;
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332 |
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333 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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334 | // per pipeline.
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335 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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336 | // the objects vector, the ubo, and the ssbo
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337 |
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338 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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339 | // if there is a need to add other uniform variables to one or more of the shaders
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340 |
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341 | vector<SceneObject<ModelVertex>> modelObjects;
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342 |
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343 | UBO_VP_mats object_VP_mats;
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344 |
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345 | vector<SceneObject<ModelVertex>> shipObjects;
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346 |
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347 | UBO_VP_mats ship_VP_mats;
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348 |
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349 | vector<SceneObject<ModelVertex>> asteroidObjects;
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350 |
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351 | UBO_VP_mats asteroid_VP_mats;
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352 |
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353 | vector<SceneObject<LaserVertex>> laserObjects;
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354 |
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355 | UBO_VP_mats laser_VP_mats;
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356 |
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357 | vector<SceneObject<ExplosionVertex>> explosionObjects;
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358 |
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359 | UBO_Explosion explosion_UBO;
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360 |
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361 | vector<BaseEffectOverTime*> effects;
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362 |
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363 | float shipSpeed = 0.5f;
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364 | float asteroidSpeed = 2.0f;
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365 |
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366 | float spawnRate_asteroid = 0.5;
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367 | float lastSpawn_asteroid;
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368 |
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369 | unsigned int leftLaserIdx = -1;
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370 | EffectOverTime<SSBO_Asteroid>* leftLaserEffect = nullptr;
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371 |
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372 | unsigned int rightLaserIdx = -1;
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373 | EffectOverTime<SSBO_Asteroid>* rightLaserEffect = nullptr;
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374 |
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375 | /*** High-level vars ***/
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376 |
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377 | // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
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378 | void (VulkanGame::* currentRenderScreenFn)(int width, int height);
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379 |
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380 | map<string, vector<UIValue>> valueLists;
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381 |
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382 | int score;
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383 | float fps;
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384 |
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385 | // TODO: Make a separate TImer class
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386 | time_point<steady_clock> startTime;
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387 | float fpsStartTime, curTime, prevTime, elapsedTime;
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388 |
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389 | int frameCount;
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390 |
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391 | /*** Functions ***/
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392 |
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393 | bool initUI(int width, int height, unsigned char guiFlags);
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394 | void initVulkan();
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395 | void initGraphicsPipelines();
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396 | void initMatrices();
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397 | void renderLoop();
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398 | void updateScene();
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399 | void cleanup();
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400 |
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401 | void createVulkanInstance(const vector<const char*>& validationLayers);
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402 | void setupDebugMessenger();
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403 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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404 | void createVulkanSurface();
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405 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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406 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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407 | void createLogicalDevice(const vector<const char*>& validationLayers,
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408 | const vector<const char*>& deviceExtensions);
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409 | void chooseSwapChainProperties();
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410 | void createSwapChain();
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411 | void createImageViews();
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412 | void createResourceCommandPool();
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413 | void createImageResources();
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414 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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415 | void createRenderPass();
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416 | void createCommandPools();
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417 | void createFramebuffers();
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418 | void createCommandBuffers();
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419 | void createSyncObjects();
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420 |
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421 | void createTextureSampler();
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422 |
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423 | void initImGuiOverlay();
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424 | void cleanupImGuiOverlay();
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425 |
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426 | // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
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427 |
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428 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
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429 | BufferSet& set);
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430 |
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431 | void resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool, VkQueue graphicsQueue,
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432 | bool copyData);
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433 |
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434 | // TODO: Since addObject() returns a reference to the new object now,
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435 | // stop using objects.back() to access the object that was just created
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436 | template<class VertexType, class SSBOType>
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437 | SceneObject<VertexType>& addObject(vector<SceneObject<VertexType>>& objects,
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438 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
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439 | const vector<VertexType>& vertices, vector<uint16_t> indices,
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440 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo);
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441 |
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442 | template<class VertexType>
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443 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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444 |
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445 | template<class VertexType>
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446 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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447 |
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448 | template<class VertexType>
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449 | void centerObject(SceneObject<VertexType>& object);
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450 |
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451 | template<class VertexType>
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452 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
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453 | size_t index);
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454 |
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455 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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456 | void translateLaser(size_t index, const vec3& translation);
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457 | void updateLaserTarget(size_t index);
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458 | bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex>& asteroid, vec3& start, vec3& end,
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459 | vec3& intersection);
|
---|
460 |
|
---|
461 | void addExplosion(mat4 model_mat, float duration, float cur_time);
|
---|
462 |
|
---|
463 | void renderFrame(ImDrawData* draw_data);
|
---|
464 | void presentFrame();
|
---|
465 |
|
---|
466 | void recreateSwapChain();
|
---|
467 |
|
---|
468 | void cleanupSwapChain();
|
---|
469 |
|
---|
470 | /*** High-level functions ***/
|
---|
471 |
|
---|
472 | void renderMainScreen(int width, int height);
|
---|
473 | void renderGameScreen(int width, int height);
|
---|
474 |
|
---|
475 | void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
|
---|
476 | void renderGuiValueList(vector<UIValue>& values);
|
---|
477 |
|
---|
478 | void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
|
---|
479 | void quitGame();
|
---|
480 | };
|
---|
481 |
|
---|
482 | // Start of specialized no-op functions
|
---|
483 |
|
---|
484 | template<>
|
---|
485 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex>& object) {
|
---|
486 | }
|
---|
487 |
|
---|
488 | // End of specialized no-op functions
|
---|
489 |
|
---|
490 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model and to change
|
---|
491 | // the model matrix later by setting model_transform and then calculating the new ssbo.model.
|
---|
492 | // Figure out a better way to allow the model matrix to be set during object creation
|
---|
493 | template<class VertexType, class SSBOType>
|
---|
494 | SceneObject<VertexType>& VulkanGame::addObject(vector<SceneObject<VertexType>>& objects,
|
---|
495 | GraphicsPipeline_Vulkan<VertexType>& pipeline,
|
---|
496 | const vector<VertexType>& vertices, vector<uint16_t> indices,
|
---|
497 | VulkanBuffer<SSBOType>& objectBuffer, SSBOType ssbo) {
|
---|
498 | // TODO: Use the model field of ssbo to set the object's model_base
|
---|
499 | // currently, the passed-in model is useless since it gets overridden when ssbo.model is recalculated
|
---|
500 | size_t numVertices = pipeline.getNumVertices();
|
---|
501 |
|
---|
502 | for (uint16_t& idx : indices) {
|
---|
503 | idx += numVertices;
|
---|
504 | }
|
---|
505 |
|
---|
506 | objects.push_back({ vertices, indices, mat4(1.0f), mat4(1.0f) });
|
---|
507 | objectBuffer.add(ssbo);
|
---|
508 |
|
---|
509 | SceneObject<VertexType>& obj = objects.back();
|
---|
510 |
|
---|
511 | // TODO: Specify whether to center the object outside of this function or, worst case, maybe
|
---|
512 | // with a boolean being passed in here, so that I don't have to rely on checking the specific object
|
---|
513 | // type
|
---|
514 | // TODO: Actually, I've already defined a no-op centerObject method for explosions
|
---|
515 | // Maybe I should do the same for lasers and remove this conditional altogether
|
---|
516 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
|
---|
517 | centerObject(obj);
|
---|
518 | }
|
---|
519 |
|
---|
520 | pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
|
---|
521 |
|
---|
522 | return obj;
|
---|
523 | }
|
---|
524 |
|
---|
525 | template<class VertexType>
|
---|
526 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
---|
527 | for (VertexType& vertex : vertices) {
|
---|
528 | vertex.objIndex = objIndex;
|
---|
529 | }
|
---|
530 |
|
---|
531 | return vertices;
|
---|
532 | }
|
---|
533 |
|
---|
534 | // This function sets all the normals for a face to be parallel
|
---|
535 | // This is good for models that should have distinct faces, but bad for models that should appear smooth
|
---|
536 | // Maybe add an option to set all copies of a point to have the same normal and have the direction of
|
---|
537 | // that normal be the weighted average of all the faces it is a part of, where the weight from each face
|
---|
538 | // is its surface area.
|
---|
539 |
|
---|
540 | // TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
|
---|
541 | // feasible to automatically enable/disable indexed drawing based on which approach is used
|
---|
542 | template<class VertexType>
|
---|
543 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
---|
544 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
---|
545 | vec3 p1 = vertices[i].pos;
|
---|
546 | vec3 p2 = vertices[i + 1].pos;
|
---|
547 | vec3 p3 = vertices[i + 2].pos;
|
---|
548 |
|
---|
549 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
---|
550 |
|
---|
551 | // Add the same normal for all 3 vertices
|
---|
552 | vertices[i].normal = normal;
|
---|
553 | vertices[i + 1].normal = normal;
|
---|
554 | vertices[i + 2].normal = normal;
|
---|
555 | }
|
---|
556 |
|
---|
557 | return vertices;
|
---|
558 | }
|
---|
559 |
|
---|
560 | template<class VertexType>
|
---|
561 | void VulkanGame::centerObject(SceneObject<VertexType>& object) {
|
---|
562 | vector<VertexType>& vertices = object.vertices;
|
---|
563 |
|
---|
564 | float min_x = vertices[0].pos.x;
|
---|
565 | float max_x = vertices[0].pos.x;
|
---|
566 | float min_y = vertices[0].pos.y;
|
---|
567 | float max_y = vertices[0].pos.y;
|
---|
568 | float min_z = vertices[0].pos.z;
|
---|
569 | float max_z = vertices[0].pos.z;
|
---|
570 |
|
---|
571 | // start from the second point
|
---|
572 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
---|
573 | vec3& pos = vertices[i].pos;
|
---|
574 |
|
---|
575 | if (min_x > pos.x) {
|
---|
576 | min_x = pos.x;
|
---|
577 | } else if (max_x < pos.x) {
|
---|
578 | max_x = pos.x;
|
---|
579 | }
|
---|
580 |
|
---|
581 | if (min_y > pos.y) {
|
---|
582 | min_y = pos.y;
|
---|
583 | } else if (max_y < pos.y) {
|
---|
584 | max_y = pos.y;
|
---|
585 | }
|
---|
586 |
|
---|
587 | if (min_z > pos.z) {
|
---|
588 | min_z = pos.z;
|
---|
589 | } else if (max_z < pos.z) {
|
---|
590 | max_z = pos.z;
|
---|
591 | }
|
---|
592 | }
|
---|
593 |
|
---|
594 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
---|
595 |
|
---|
596 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
---|
597 | vertices[i].pos -= center;
|
---|
598 | }
|
---|
599 |
|
---|
600 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
---|
601 | object.radius = std::max(object.radius, max_z - center.z);
|
---|
602 |
|
---|
603 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
---|
604 | }
|
---|
605 |
|
---|
606 | template<class VertexType>
|
---|
607 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline, SceneObject<VertexType>& obj,
|
---|
608 | size_t index) {
|
---|
609 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
|
---|
610 | }
|
---|
611 |
|
---|
612 | #endif // _VULKAN_GAME_H
|
---|