source: opengl-game/vulkan-game.hpp@ 914bb99

feature/imgui-sdl
Last change on this file since 914bb99 was 914bb99, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

In VulkanGame, specify each vertex explicitly for the model pipeline instead of using the same index multiple times, in order to support the current approach to normal calculation.

  • Property mode set to 100644
File size: 21.3 KB
Line 
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 "vulkan-utils.hpp"
25#include "graphics-pipeline_vulkan.hpp"
26#include "game-gui-sdl.hpp"
27
28using namespace glm;
29using namespace std::chrono;
30
31#ifdef NDEBUG
32 const bool ENABLE_VALIDATION_LAYERS = false;
33#else
34 const bool ENABLE_VALIDATION_LAYERS = true;
35#endif
36
37// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
38// by consolidating some and trying to keep new ones to a minimum
39
40struct OverlayVertex {
41 vec3 pos;
42 vec2 texCoord;
43};
44
45struct ModelVertex {
46 vec3 pos;
47 vec3 color;
48 vec2 texCoord;
49 unsigned int objIndex;
50};
51
52struct ShipVertex {
53 vec3 pos;
54 vec3 color;
55 vec3 normal;
56 unsigned int objIndex;
57};
58
59struct AsteroidVertex {
60 vec3 pos;
61 vec3 color;
62 vec3 normal;
63 unsigned int objIndex;
64};
65
66struct LaserVertex {
67 vec3 pos;
68 vec2 texCoord;
69 unsigned int objIndex;
70};
71
72struct ExplosionVertex {
73 vec3 particleStartVelocity;
74 float particleStartTime;
75 unsigned int objIndex;
76};
77
78struct SSBO_ModelObject {
79 alignas(16) mat4 model;
80};
81
82struct SSBO_Asteroid {
83 alignas(16) mat4 model;
84 alignas(4) float hp;
85 alignas(4) unsigned int deleted;
86};
87
88struct SSBO_Laser {
89 alignas(16) mat4 model;
90 alignas(4) vec3 color;
91 alignas(4) unsigned int deleted;
92};
93
94struct SSBO_Explosion {
95 alignas(16) mat4 model;
96 alignas(4) float explosionStartTime;
97 alignas(4) float explosionDuration;
98 alignas(4) unsigned int deleted;
99};
100
101struct UBO_VP_mats {
102 alignas(16) mat4 view;
103 alignas(16) mat4 proj;
104};
105
106struct UBO_Explosion {
107 alignas(16) mat4 view;
108 alignas(16) mat4 proj;
109 alignas(4) float cur_time;
110};
111
112// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
113// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
114// TODO: Maybe create a typedef for each of the templated SceneObject types
115template<class VertexType, class SSBOType>
116struct SceneObject {
117 vector<VertexType> vertices;
118 vector<uint16_t> indices;
119 SSBOType ssbo;
120
121 mat4 model_base;
122 mat4 model_transform;
123
124 bool modified;
125
126 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
127 // parent class
128 vec3 center; // currently only matters for asteroids
129 float radius; // currently only matters for asteroids
130 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
131};
132
133// TODO: Have to figure out how to include an optional ssbo parameter for each object
134// Could probably use the same approach to make indices optional
135// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
136// them mamdatory
137
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(float curTime) = 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 startTime, float changePerSecond) :
167 pipeline(pipeline),
168 objects(objects),
169 objectIndex(objectIndex),
170 effectedFieldOffset(effectedFieldOffset),
171 startTime(startTime),
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(float curTime) {
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
198// TODO: Maybe move this to a different header
199
200enum UIValueType {
201 UIVALUE_INT,
202 UIVALUE_DOUBLE,
203};
204
205struct UIValue {
206 UIValueType type;
207 string label;
208 void* value;
209
210 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
211};
212
213class VulkanGame {
214
215 public:
216
217 VulkanGame();
218 ~VulkanGame();
219
220 void run(int width, int height, unsigned char guiFlags);
221
222 private:
223
224 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
225 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
226 VkDebugUtilsMessageTypeFlagsEXT messageType,
227 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
228 void* pUserData);
229
230 // TODO: Maybe pass these in as parameters to some Camera class
231 const float NEAR_CLIP = 0.1f;
232 const float FAR_CLIP = 100.0f;
233 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
234
235 const int EXPLOSION_PARTICLE_COUNT = 300;
236 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
237
238 bool done;
239
240 vec3 cam_pos;
241
242 // TODO: Good place to start using smart pointers
243 GameGui* gui;
244
245 SDL_version sdlVersion;
246 SDL_Window* window = nullptr;
247
248 int drawableWidth, drawableHeight;
249
250 VkInstance instance;
251 VkDebugUtilsMessengerEXT debugMessenger;
252 VkSurfaceKHR vulkanSurface;
253 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
254 VkDevice device;
255
256 VkQueue graphicsQueue;
257 VkQueue presentQueue;
258
259 // TODO: Maybe make a swapchain struct for convenience
260 VkSurfaceFormatKHR swapChainSurfaceFormat;
261 VkPresentModeKHR swapChainPresentMode;
262 VkExtent2D swapChainExtent;
263 uint32_t swapChainMinImageCount;
264 uint32_t swapChainImageCount;
265 VkSwapchainKHR swapChain;
266 vector<VkImage> swapChainImages;
267 vector<VkImageView> swapChainImageViews;
268 vector<VkFramebuffer> swapChainFramebuffers;
269
270 VkRenderPass renderPass;
271
272 VkCommandPool resourceCommandPool;
273
274 vector<VkCommandPool> commandPools;
275 vector<VkCommandBuffer> commandBuffers;
276
277 VulkanImage depthImage;
278
279 // These are per frame
280 vector<VkSemaphore> imageAcquiredSemaphores;
281 vector<VkSemaphore> renderCompleteSemaphores;
282
283 // These are per swap chain image
284 vector<VkFence> inFlightFences;
285
286 uint32_t imageIndex;
287 uint32_t currentFrame;
288
289 bool shouldRecreateSwapChain;
290
291 VkSampler textureSampler;
292
293 VulkanImage floorTextureImage;
294 VkDescriptorImageInfo floorTextureImageDescriptor;
295
296 VulkanImage laserTextureImage;
297 VkDescriptorImageInfo laserTextureImageDescriptor;
298
299 mat4 viewMat, projMat;
300
301 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
302 VkDescriptorPool imguiDescriptorPool;
303
304 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
305 // while working on graphics-library. Double-check exactly what this was and note it down here.
306 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
307 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
308 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
309 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
310 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
311 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
312 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
313 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
314
315 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
316 // per pipeline.
317 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
318 // the objects vector, the ubo, and the ssbo
319
320 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
321 // if there is a need to add other uniform variables to one or more of the shaders
322
323 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
324
325 vector<VkBuffer> uniformBuffers_modelPipeline;
326 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
327 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
328
329 UBO_VP_mats object_VP_mats;
330
331 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
332
333 vector<VkBuffer> uniformBuffers_shipPipeline;
334 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
335 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
336
337 UBO_VP_mats ship_VP_mats;
338
339 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
340
341 vector<VkBuffer> uniformBuffers_asteroidPipeline;
342 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
343 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
344
345 UBO_VP_mats asteroid_VP_mats;
346
347 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
348
349 vector<VkBuffer> uniformBuffers_laserPipeline;
350 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
351 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
352
353 UBO_VP_mats laser_VP_mats;
354
355 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
356
357 vector<VkBuffer> uniformBuffers_explosionPipeline;
358 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
359 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
360
361 UBO_Explosion explosion_UBO;
362
363 vector<BaseEffectOverTime*> effects;
364
365 float shipSpeed = 0.5f;
366 float asteroidSpeed = 2.0f;
367
368 float spawnRate_asteroid = 0.5;
369 float lastSpawn_asteroid;
370
371 unsigned int leftLaserIdx = -1;
372 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
373
374 unsigned int rightLaserIdx = -1;
375 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
376
377 /*** High-level vars ***/
378
379 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
380 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
381
382 map<string, vector<UIValue>> valueLists;
383
384 int score;
385 float fps;
386
387 // TODO: Make a separate TImer class
388 time_point<steady_clock> startTime;
389 float fpsStartTime, curTime, prevTime, elapsedTime;
390
391 int frameCount;
392
393 /*** Functions ***/
394
395 bool initUI(int width, int height, unsigned char guiFlags);
396 void initVulkan();
397 void initGraphicsPipelines();
398 void initMatrices();
399 void renderLoop();
400 void updateScene();
401 void cleanup();
402
403 void createVulkanInstance(const vector<const char*>& validationLayers);
404 void setupDebugMessenger();
405 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
406 void createVulkanSurface();
407 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
408 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
409 void createLogicalDevice(const vector<const char*>& validationLayers,
410 const vector<const char*>& deviceExtensions);
411 void chooseSwapChainProperties();
412 void createSwapChain();
413 void createImageViews();
414 void createResourceCommandPool();
415 void createImageResources();
416 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
417 void createRenderPass();
418 void createCommandPools();
419 void createFramebuffers();
420 void createCommandBuffers();
421 void createSyncObjects();
422
423 void createTextureSampler();
424
425 void initImGuiOverlay();
426 void cleanupImGuiOverlay();
427
428 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
429 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
430 vector<VkDescriptorBufferInfo>& bufferInfoList);
431
432 // TODO: Since addObject() returns a reference to the new object now,
433 // stop using objects.back() to access the object that was just created
434 template<class VertexType, class SSBOType>
435 SceneObject<VertexType, SSBOType>& addObject(
436 vector<SceneObject<VertexType, SSBOType>>& objects,
437 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
438 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
439 bool pipelinesCreated);
440
441 template<class VertexType>
442 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
443
444 template<class VertexType>
445 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
446
447 template<class VertexType, class SSBOType>
448 void centerObject(SceneObject<VertexType, SSBOType>& object);
449
450 template<class VertexType, class SSBOType>
451 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
452 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
453
454 template<class VertexType, class SSBOType>
455 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
456 SceneObject<VertexType, SSBOType>& obj, size_t index);
457
458 void addLaser(vec3 start, vec3 end, vec3 color, float width);
459 void translateLaser(size_t index, const vec3& translation);
460 void updateLaserTarget(size_t index);
461 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
462 vec3& start, vec3& end, vec3& intersection);
463
464 void addExplosion(mat4 model_mat, float duration, float cur_time);
465
466 void renderFrame(ImDrawData* draw_data);
467 void presentFrame();
468
469 void recreateSwapChain();
470
471 void cleanupSwapChain();
472
473 /*** High-level functions ***/
474
475 void renderMainScreen(int width, int height);
476 void renderGameScreen(int width, int height);
477
478 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
479 void renderGuiValueList(vector<UIValue>& values);
480
481 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
482 void quitGame();
483};
484
485// Start of specialized no-op functions
486
487template<>
488inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
489}
490
491// End of specialized no-op functions
492
493// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
494// and to change the model matrix later by setting model_transform and then calling updateObject()
495// Figure out a better way to allow the model matrix to be set during objecting creation
496
497// TODO: Maybe return a reference to the object from this method if I decide that updating it
498// immediately after creation is a good idea (such as setting model_base)
499// Currently, model_base is set like this in a few places and the radius is set for asteroids
500// to account for scaling
501template<class VertexType, class SSBOType>
502SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
503 vector<SceneObject<VertexType, SSBOType>>& objects,
504 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
505 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
506 bool pipelinesCreated) {
507 // TODO: Use the model field of ssbo to set the object's model_base
508 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
509 size_t numVertices = pipeline.getNumVertices();
510
511 for (uint16_t& idx : indices) {
512 idx += numVertices;
513 }
514
515 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
516
517 SceneObject<VertexType, SSBOType>& obj = objects.back();
518
519 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
520 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
521 // type
522 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
523 centerObject(obj);
524 }
525
526 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
527 resourceCommandPool, graphicsQueue);
528
529 if (pipelinesCreated) {
530 vkDeviceWaitIdle(device);
531
532 for (uint32_t i = 0; i < swapChainImageCount; i++) {
533 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
534 }
535
536 // TODO: The pipeline recreation only has to be done once per frame where at least
537 // one SSBO is resized.
538 // Refactor the logic to check for any resized SSBOs after all objects for the frame
539 // are created and then recreate each of the corresponding pipelines only once per frame
540 if (storageBufferResized) {
541 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
542 pipeline.createDescriptorPool(swapChainImages);
543 pipeline.createDescriptorSets(swapChainImages);
544 }
545
546 createCommandBuffers();
547 }
548
549 return obj;
550}
551
552template<class VertexType>
553vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
554 for (VertexType& vertex : vertices) {
555 vertex.objIndex = objIndex;
556 }
557
558 return vertices;
559}
560
561// This function sets all the normals for a face to be parallel
562// This is good for models that should have distinct faces, but bad for models that should appear smooth
563// Maybe add an option to set all copies of a point to have the same normal and have the direction of
564// that normal be the weighted average of all the faces it is a part of, where the weight from each face
565// is its surface area.
566
567// TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
568// feasible to automatically enable/disable indexed drawing based on which approach is used
569template<class VertexType>
570vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
571 for (unsigned int i = 0; i < vertices.size(); i += 3) {
572 vec3 p1 = vertices[i].pos;
573 vec3 p2 = vertices[i + 1].pos;
574 vec3 p3 = vertices[i + 2].pos;
575
576 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
577
578 // Add the same normal for all 3 vertices
579 vertices[i].normal = normal;
580 vertices[i + 1].normal = normal;
581 vertices[i + 2].normal = normal;
582 }
583
584 return vertices;
585}
586
587template<class VertexType, class SSBOType>
588void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
589 vector<VertexType>& vertices = object.vertices;
590
591 float min_x = vertices[0].pos.x;
592 float max_x = vertices[0].pos.x;
593 float min_y = vertices[0].pos.y;
594 float max_y = vertices[0].pos.y;
595 float min_z = vertices[0].pos.z;
596 float max_z = vertices[0].pos.z;
597
598 // start from the second point
599 for (unsigned int i = 1; i < vertices.size(); i++) {
600 vec3& pos = vertices[i].pos;
601
602 if (min_x > pos.x) {
603 min_x = pos.x;
604 } else if (max_x < pos.x) {
605 max_x = pos.x;
606 }
607
608 if (min_y > pos.y) {
609 min_y = pos.y;
610 } else if (max_y < pos.y) {
611 max_y = pos.y;
612 }
613
614 if (min_z > pos.z) {
615 min_z = pos.z;
616 } else if (max_z < pos.z) {
617 max_z = pos.z;
618 }
619 }
620
621 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
622
623 for (unsigned int i = 0; i < vertices.size(); i++) {
624 vertices[i].pos -= center;
625 }
626
627 object.radius = std::max(max_x - center.x, max_y - center.y);
628 object.radius = std::max(object.radius, max_z - center.z);
629
630 object.center = vec3(0.0f, 0.0f, 0.0f);
631}
632
633// TODO: Just pass in the single object instead of a list of all of them
634template<class VertexType, class SSBOType>
635void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
636 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
637 SceneObject<VertexType, SSBOType>& obj = objects[index];
638
639 obj.ssbo.model = obj.model_transform * obj.model_base;
640 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
641
642 pipeline.updateObject(index, obj.ssbo);
643
644 obj.modified = false;
645}
646
647template<class VertexType, class SSBOType>
648void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
649 SceneObject<VertexType, SSBOType>& obj, size_t index) {
650 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
651}
652
653#endif // _VULKAN_GAME_H
Note: See TracBrowser for help on using the repository browser.