source: opengl-game/vulkan-game.hpp@ 8aa4888

feature/imgui-sdl
Last change on this file since 8aa4888 was 8aa4888, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Add buffer usages and memory properties to BufferSet and save them (to help with future recreation) in createBufferSet()

  • Property mode set to 100644
File size: 22.9 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <algorithm>
5#include <chrono>
6#include <map>
7#include <vector>
8
9#include <vulkan/vulkan.h>
10
11#include <SDL2/SDL.h>
12#include <SDL2/SDL_ttf.h>
13
14#define GLM_FORCE_RADIANS
15#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
16#define GLM_FORCE_RIGHT_HANDED
17
18#include <glm/glm.hpp>
19#include <glm/gtc/matrix_transform.hpp>
20
21#include "IMGUI/imgui_impl_vulkan.h"
22
23#include "consts.hpp"
24#include "utils.hpp"
25#include "game-gui-sdl.hpp"
26#include "vulkan-utils.hpp"
27#include "graphics-pipeline_vulkan.hpp"
28#include "vulkan-buffer.hpp"
29
30using namespace glm;
31using namespace std::chrono;
32
33#ifdef NDEBUG
34 const bool ENABLE_VALIDATION_LAYERS = false;
35#else
36 const bool ENABLE_VALIDATION_LAYERS = true;
37#endif
38
39// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
40// by consolidating some and trying to keep new ones to a minimum
41
42struct ModelVertex {
43 vec3 pos;
44 vec3 color;
45 vec2 texCoord;
46 vec3 normal;
47 unsigned int objIndex;
48};
49
50struct LaserVertex {
51 vec3 pos;
52 vec2 texCoord;
53 unsigned int objIndex;
54};
55
56struct ExplosionVertex {
57 vec3 particleStartVelocity;
58 float particleStartTime;
59 unsigned int objIndex;
60};
61
62struct SSBO_ModelObject {
63 alignas(16) mat4 model;
64};
65
66struct SSBO_Asteroid {
67 alignas(16) mat4 model;
68 alignas(4) float hp;
69 alignas(4) unsigned int deleted;
70};
71
72struct SSBO_Laser {
73 alignas(16) mat4 model;
74 alignas(4) vec3 color;
75 alignas(4) unsigned int deleted;
76};
77
78struct SSBO_Explosion {
79 alignas(16) mat4 model;
80 alignas(4) float explosionStartTime;
81 alignas(4) float explosionDuration;
82 alignas(4) unsigned int deleted;
83};
84
85struct UBO_VP_mats {
86 alignas(16) mat4 view;
87 alignas(16) mat4 proj;
88};
89
90struct UBO_Explosion {
91 alignas(16) mat4 view;
92 alignas(16) mat4 proj;
93 alignas(4) float cur_time;
94};
95
96// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
97// Also, probably better to make this a vector of structs where each struct
98// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
99// TODO: Maybe change the structure here since VkDescriptorBufferInfo already stores a reference to the VkBuffer
100struct BufferSet {
101 vector<VkBuffer> buffers;
102 vector<VkDeviceMemory> memory;
103 vector<VkDescriptorBufferInfo> infoSet;
104 VkBufferUsageFlags usages;
105 VkMemoryPropertyFlags properties;
106};
107
108// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
109// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
110// TODO: Maybe create a typedef for each of the templated SceneObject types
111template<class VertexType, class SSBOType>
112struct SceneObject {
113 vector<VertexType> vertices;
114 vector<uint16_t> indices;
115 SSBOType ssbo;
116
117 mat4 model_base;
118 mat4 model_transform;
119
120 bool modified;
121
122 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
123 // parent class
124 vec3 center; // currently only matters for asteroids
125 float radius; // currently only matters for asteroids
126 SceneObject<ModelVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
127};
128
129// TODO: Have to figure out how to include an optional ssbo parameter for each object
130// Could probably use the same approach to make indices optional
131// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
132// them mamdatory
133
134
135// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
136
137struct BaseEffectOverTime {
138 bool deleted;
139
140 virtual void applyEffect(float curTime) = 0;
141
142 BaseEffectOverTime() :
143 deleted(false) {
144 }
145
146 virtual ~BaseEffectOverTime() {
147 }
148};
149
150template<class VertexType, class SSBOType>
151struct EffectOverTime : public BaseEffectOverTime {
152 GraphicsPipeline_Vulkan<VertexType>& pipeline;
153 vector<SceneObject<VertexType, SSBOType>>& objects;
154 unsigned int objectIndex;
155 size_t effectedFieldOffset;
156 float startValue;
157 float startTime;
158 float changePerSecond;
159
160 EffectOverTime(GraphicsPipeline_Vulkan<VertexType>& pipeline, vector<SceneObject<VertexType, SSBOType>>& objects,
161 unsigned int objectIndex, size_t effectedFieldOffset, float startTime, float changePerSecond)
162 : pipeline(pipeline)
163 , objects(objects)
164 , objectIndex(objectIndex)
165 , effectedFieldOffset(effectedFieldOffset)
166 , startTime(startTime)
167 , changePerSecond(changePerSecond) {
168 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
169
170 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
171 ssboOffset + effectedFieldOffset;
172
173 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
174 }
175
176 void applyEffect(float curTime) {
177 if (objects[objectIndex].ssbo.deleted) {
178 this->deleted = true;
179 return;
180 }
181
182 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
183
184 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
185 ssboOffset + effectedFieldOffset;
186
187 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
188
189 objects[objectIndex].modified = true;
190 }
191};
192
193// TODO: Maybe move this to a different header
194
195enum UIValueType {
196 UIVALUE_INT,
197 UIVALUE_DOUBLE,
198};
199
200struct UIValue {
201 UIValueType type;
202 string label;
203 void* value;
204
205 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
206};
207
208/* TODO: The following syntax (note the const keyword) means the function will not modify
209 * its params. I should use this where appropriate
210 *
211 * [return-type] [func-name](params...) const { ... }
212 */
213
214class VulkanGame {
215
216 public:
217
218 VulkanGame();
219 ~VulkanGame();
220
221 void run(int width, int height, unsigned char guiFlags);
222
223 private:
224
225 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
226 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
227 VkDebugUtilsMessageTypeFlagsEXT messageType,
228 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
229 void* pUserData);
230
231 // TODO: Maybe pass these in as parameters to some Camera class
232 const float NEAR_CLIP = 0.1f;
233 const float FAR_CLIP = 100.0f;
234 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
235
236 const int EXPLOSION_PARTICLE_COUNT = 300;
237 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
238
239 bool done;
240
241 vec3 cam_pos;
242
243 // TODO: Good place to start using smart pointers
244 GameGui* gui;
245
246 SDL_version sdlVersion;
247 SDL_Window* window = nullptr;
248
249 int drawableWidth, drawableHeight;
250
251 VkInstance instance;
252 VkDebugUtilsMessengerEXT debugMessenger;
253 VkSurfaceKHR vulkanSurface;
254 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
255 VkDevice device;
256
257 VkQueue graphicsQueue;
258 VkQueue presentQueue;
259
260 // TODO: Maybe make a swapchain struct for convenience
261 VkSurfaceFormatKHR swapChainSurfaceFormat;
262 VkPresentModeKHR swapChainPresentMode;
263 VkExtent2D swapChainExtent;
264 uint32_t swapChainMinImageCount;
265 uint32_t swapChainImageCount;
266 VkSwapchainKHR swapChain;
267 vector<VkImage> swapChainImages;
268 vector<VkImageView> swapChainImageViews;
269 vector<VkFramebuffer> swapChainFramebuffers;
270
271 VkRenderPass renderPass;
272
273 VkCommandPool resourceCommandPool;
274
275 vector<VkCommandPool> commandPools;
276 vector<VkCommandBuffer> commandBuffers;
277
278 VulkanImage depthImage;
279
280 // These are per frame
281 vector<VkSemaphore> imageAcquiredSemaphores;
282 vector<VkSemaphore> renderCompleteSemaphores;
283
284 // These are per swap chain image
285 vector<VkFence> inFlightFences;
286
287 uint32_t imageIndex;
288 uint32_t currentFrame;
289
290 bool shouldRecreateSwapChain;
291
292 VkSampler textureSampler;
293
294 VulkanImage floorTextureImage;
295 VkDescriptorImageInfo floorTextureImageDescriptor;
296
297 VulkanImage laserTextureImage;
298 VkDescriptorImageInfo laserTextureImageDescriptor;
299
300 mat4 viewMat, projMat;
301
302 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
303 VkDescriptorPool imguiDescriptorPool;
304
305 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
306 // while working on graphics-library. Double-check exactly what this was and note it down here.
307 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
308 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
309 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
310 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
311 GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
312 GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
313 GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
314 GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
315
316 BufferSet storageBuffers_modelPipeline;
317 VulkanBuffer<SSBO_ModelObject> objects_modelPipeline;
318 BufferSet uniformBuffers_modelPipeline;
319
320 BufferSet storageBuffers_shipPipeline;
321 VulkanBuffer<SSBO_ModelObject> objects_shipPipeline;
322 BufferSet uniformBuffers_shipPipeline;
323
324 BufferSet storageBuffers_asteroidPipeline;
325 VulkanBuffer<SSBO_Asteroid> objects_asteroidPipeline;
326 BufferSet uniformBuffers_asteroidPipeline;
327
328 BufferSet storageBuffers_laserPipeline;
329 VulkanBuffer<SSBO_Laser> objects_laserPipeline;
330 BufferSet uniformBuffers_laserPipeline;
331
332 BufferSet storageBuffers_explosionPipeline;
333 VulkanBuffer<SSBO_Explosion> objects_explosionPipeline;
334 BufferSet uniformBuffers_explosionPipeline;
335
336 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
337 // per pipeline.
338 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
339 // the objects vector, the ubo, and the ssbo
340
341 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
342 // if there is a need to add other uniform variables to one or more of the shaders
343
344 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
345
346 UBO_VP_mats object_VP_mats;
347
348 vector<SceneObject<ModelVertex, SSBO_ModelObject>> shipObjects;
349
350 UBO_VP_mats ship_VP_mats;
351
352 vector<SceneObject<ModelVertex, SSBO_Asteroid>> asteroidObjects;
353
354 UBO_VP_mats asteroid_VP_mats;
355
356 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
357
358 UBO_VP_mats laser_VP_mats;
359
360 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
361
362 UBO_Explosion explosion_UBO;
363
364 vector<BaseEffectOverTime*> effects;
365
366 float shipSpeed = 0.5f;
367 float asteroidSpeed = 2.0f;
368
369 float spawnRate_asteroid = 0.5;
370 float lastSpawn_asteroid;
371
372 unsigned int leftLaserIdx = -1;
373 EffectOverTime<ModelVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
374
375 unsigned int rightLaserIdx = -1;
376 EffectOverTime<ModelVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
377
378 /*** High-level vars ***/
379
380 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
381 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
382
383 map<string, vector<UIValue>> valueLists;
384
385 int score;
386 float fps;
387
388 // TODO: Make a separate TImer class
389 time_point<steady_clock> startTime;
390 float fpsStartTime, curTime, prevTime, elapsedTime;
391
392 int frameCount;
393
394 /*** Functions ***/
395
396 bool initUI(int width, int height, unsigned char guiFlags);
397 void initVulkan();
398 void initGraphicsPipelines();
399 void initMatrices();
400 void renderLoop();
401 void updateScene();
402 void cleanup();
403
404 void createVulkanInstance(const vector<const char*>& validationLayers);
405 void setupDebugMessenger();
406 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
407 void createVulkanSurface();
408 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
409 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
410 void createLogicalDevice(const vector<const char*>& validationLayers,
411 const vector<const char*>& deviceExtensions);
412 void chooseSwapChainProperties();
413 void createSwapChain();
414 void createImageViews();
415 void createResourceCommandPool();
416 void createImageResources();
417 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
418 void createRenderPass();
419 void createCommandPools();
420 void createFramebuffers();
421 void createCommandBuffers();
422 void createSyncObjects();
423
424 void createTextureSampler();
425
426 void initImGuiOverlay();
427 void cleanupImGuiOverlay();
428
429 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
430
431 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
432 BufferSet& set);
433
434 template<class VertexType, class SSBOType>
435 void resizeBufferSet(BufferSet& set, VulkanBuffer<SSBOType>& buffer,
436 GraphicsPipeline_Vulkan<VertexType>& pipeline, VkCommandPool commandPool,
437 VkQueue graphicsQueue);
438
439 template<class SSBOType>
440 void updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo);
441
442 // TODO: Since addObject() returns a reference to the new object now,
443 // stop using objects.back() to access the object that was just created
444 template<class VertexType, class SSBOType>
445 SceneObject<VertexType, SSBOType>& addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
446 GraphicsPipeline_Vulkan<VertexType>& pipeline,
447 const vector<VertexType>& vertices, vector<uint16_t> indices,
448 SSBOType ssbo);
449
450 template<class VertexType>
451 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
452
453 template<class VertexType>
454 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
455
456 template<class VertexType, class SSBOType>
457 void centerObject(SceneObject<VertexType, SSBOType>& object);
458
459 template<class VertexType, class SSBOType>
460 void updateObject(SceneObject<VertexType, SSBOType>& obj);
461
462 template<class VertexType, class SSBOType>
463 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline,
464 SceneObject<VertexType, SSBOType>& obj, size_t index);
465
466 void addLaser(vec3 start, vec3 end, vec3 color, float width);
467 void translateLaser(size_t index, const vec3& translation);
468 void updateLaserTarget(size_t index);
469 bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex, SSBO_Asteroid>& asteroid,
470 vec3& start, vec3& end, vec3& intersection);
471
472 void addExplosion(mat4 model_mat, float duration, float cur_time);
473
474 void renderFrame(ImDrawData* draw_data);
475 void presentFrame();
476
477 void recreateSwapChain();
478
479 void cleanupSwapChain();
480
481 /*** High-level functions ***/
482
483 void renderMainScreen(int width, int height);
484 void renderGameScreen(int width, int height);
485
486 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
487 void renderGuiValueList(vector<UIValue>& values);
488
489 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
490 void quitGame();
491};
492
493// Start of specialized no-op functions
494
495template<>
496inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
497}
498
499// End of specialized no-op functions
500
501template<class VertexType, class SSBOType>
502void VulkanGame::resizeBufferSet(BufferSet& set, VulkanBuffer<SSBOType>& buffer,
503 GraphicsPipeline_Vulkan<VertexType>& pipeline, VkCommandPool commandPool,
504 VkQueue graphicsQueue) {
505 size_t numObjects = buffer.numObjects < buffer.capacity ? buffer.numObjects : buffer.capacity;
506
507 do {
508 buffer.capacity *= 2;
509 } while (buffer.capacity < buffer.numObjects);
510
511 VkDeviceSize bufferSize = buffer.capacity * sizeof(SSBOType);
512
513 for (size_t i = 0; i < set.buffers.size(); i++) {
514 VkBuffer newStorageBuffer;
515 VkDeviceMemory newStorageBufferMemory;
516
517 VulkanUtils::createBuffer(device, physicalDevice, bufferSize,
518 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
519 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
520 newStorageBuffer, newStorageBufferMemory);
521
522 VulkanUtils::copyBuffer(device, commandPool, set.buffers[i], newStorageBuffer,
523 0, 0, numObjects * sizeof(SSBOType), graphicsQueue);
524
525 vkDestroyBuffer(device, set.buffers[i], nullptr);
526 vkFreeMemory(device, set.memory[i], nullptr);
527
528 set.buffers[i] = newStorageBuffer;
529 set.memory[i] = newStorageBufferMemory;
530
531 set.infoSet[i].buffer = set.buffers[i];
532 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
533 set.infoSet[i].range = bufferSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
534 }
535
536 // Assume the SSBO is always the 2nd binding
537 // TODO: Figure out a way to make this more flexible
538 pipeline.updateDescriptorInfo(1, &set.infoSet, swapChainImages.size());
539}
540
541// TODO: See if it makes sense to pass in the current swapchain index instead of updating all of them
542template<class SSBOType>
543void VulkanGame::updateBufferSet(BufferSet& set, size_t objIndex, SSBOType& ssbo) {
544 for (size_t i = 0; i < set.memory.size(); i++) {
545 VulkanUtils::copyDataToMemory(device, &ssbo, set.memory[i], objIndex * sizeof(SSBOType), sizeof(ssbo), false);
546 }
547}
548
549// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
550// and to change the model matrix later by setting model_transform and then calling updateObject()
551// Figure out a better way to allow the model matrix to be set during object creation
552template<class VertexType, class SSBOType>
553SceneObject<VertexType, SSBOType>& VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
554 GraphicsPipeline_Vulkan<VertexType>& pipeline,
555 const vector<VertexType>& vertices, vector<uint16_t> indices,
556 SSBOType ssbo) {
557 // TODO: Use the model field of ssbo to set the object's model_base
558 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
559 size_t numVertices = pipeline.getNumVertices();
560
561 for (uint16_t& idx : indices) {
562 idx += numVertices;
563 }
564
565 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
566
567 SceneObject<VertexType, SSBOType>& obj = objects.back();
568
569 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
570 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
571 // type
572 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
573 centerObject(obj);
574 }
575
576 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
577
578 return obj;
579}
580
581template<class VertexType>
582vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
583 for (VertexType& vertex : vertices) {
584 vertex.objIndex = objIndex;
585 }
586
587 return vertices;
588}
589
590// This function sets all the normals for a face to be parallel
591// This is good for models that should have distinct faces, but bad for models that should appear smooth
592// Maybe add an option to set all copies of a point to have the same normal and have the direction of
593// that normal be the weighted average of all the faces it is a part of, where the weight from each face
594// is its surface area.
595
596// TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
597// feasible to automatically enable/disable indexed drawing based on which approach is used
598template<class VertexType>
599vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
600 for (unsigned int i = 0; i < vertices.size(); i += 3) {
601 vec3 p1 = vertices[i].pos;
602 vec3 p2 = vertices[i + 1].pos;
603 vec3 p3 = vertices[i + 2].pos;
604
605 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
606
607 // Add the same normal for all 3 vertices
608 vertices[i].normal = normal;
609 vertices[i + 1].normal = normal;
610 vertices[i + 2].normal = normal;
611 }
612
613 return vertices;
614}
615
616template<class VertexType, class SSBOType>
617void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
618 vector<VertexType>& vertices = object.vertices;
619
620 float min_x = vertices[0].pos.x;
621 float max_x = vertices[0].pos.x;
622 float min_y = vertices[0].pos.y;
623 float max_y = vertices[0].pos.y;
624 float min_z = vertices[0].pos.z;
625 float max_z = vertices[0].pos.z;
626
627 // start from the second point
628 for (unsigned int i = 1; i < vertices.size(); i++) {
629 vec3& pos = vertices[i].pos;
630
631 if (min_x > pos.x) {
632 min_x = pos.x;
633 } else if (max_x < pos.x) {
634 max_x = pos.x;
635 }
636
637 if (min_y > pos.y) {
638 min_y = pos.y;
639 } else if (max_y < pos.y) {
640 max_y = pos.y;
641 }
642
643 if (min_z > pos.z) {
644 min_z = pos.z;
645 } else if (max_z < pos.z) {
646 max_z = pos.z;
647 }
648 }
649
650 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
651
652 for (unsigned int i = 0; i < vertices.size(); i++) {
653 vertices[i].pos -= center;
654 }
655
656 object.radius = std::max(max_x - center.x, max_y - center.y);
657 object.radius = std::max(object.radius, max_z - center.z);
658
659 object.center = vec3(0.0f, 0.0f, 0.0f);
660}
661
662// TODO: Just pass in the single object instead of a list of all of them
663template<class VertexType, class SSBOType>
664void VulkanGame::updateObject(SceneObject<VertexType, SSBOType>& obj) {
665 obj.ssbo.model = obj.model_transform * obj.model_base;
666 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
667
668 obj.modified = false;
669}
670
671template<class VertexType, class SSBOType>
672void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline,
673 SceneObject<VertexType, SSBOType>& obj, size_t index) {
674 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
675}
676
677#endif // _VULKAN_GAME_H
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