source: opengl-game/vulkan-game.hpp@ 996dd3e

feature/imgui-sdl
Last change on this file since 996dd3e was 996dd3e, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Completely remove storage buffers from the GraphicsPipeline_Vulkan class and start moving storage buffer operations out of the addObject() and updateObject() functions

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File size: 25.6 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 "graphics-pipeline_vulkan.hpp"
25#include "game-gui-sdl.hpp"
26#include "utils.hpp"
27#include "vulkan-utils.hpp"
28
29using namespace glm;
30using namespace std::chrono;
31
32#ifdef NDEBUG
33 const bool ENABLE_VALIDATION_LAYERS = false;
34#else
35 const bool ENABLE_VALIDATION_LAYERS = true;
36#endif
37
38// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
39// by consolidating some and trying to keep new ones to a minimum
40
41struct OverlayVertex {
42 vec3 pos;
43 vec2 texCoord;
44};
45
46struct ModelVertex {
47 vec3 pos;
48 vec3 color;
49 vec2 texCoord;
50 vec3 normal;
51 unsigned int objIndex;
52};
53
54struct LaserVertex {
55 vec3 pos;
56 vec2 texCoord;
57 unsigned int objIndex;
58};
59
60struct ExplosionVertex {
61 vec3 particleStartVelocity;
62 float particleStartTime;
63 unsigned int objIndex;
64};
65
66struct SSBO_ModelObject {
67 alignas(16) mat4 model;
68};
69
70struct SSBO_Asteroid {
71 alignas(16) mat4 model;
72 alignas(4) float hp;
73 alignas(4) unsigned int deleted;
74};
75
76struct SSBO_Laser {
77 alignas(16) mat4 model;
78 alignas(4) vec3 color;
79 alignas(4) unsigned int deleted;
80};
81
82struct SSBO_Explosion {
83 alignas(16) mat4 model;
84 alignas(4) float explosionStartTime;
85 alignas(4) float explosionDuration;
86 alignas(4) unsigned int deleted;
87};
88
89struct UBO_VP_mats {
90 alignas(16) mat4 view;
91 alignas(16) mat4 proj;
92};
93
94struct UBO_Explosion {
95 alignas(16) mat4 view;
96 alignas(16) mat4 proj;
97 alignas(4) float cur_time;
98};
99
100// TODO: Use this struct for uniform buffers as well and probably combine it with the VulkanBuffer class
101// Also, probably better to make this a vector of structs where each struct
102// has a VkBuffer, VkDeviceMemory, and VkDescriptorBufferInfo
103struct StorageBufferSet {
104 vector<VkBuffer> buffers;
105 vector<VkDeviceMemory> memory;
106 vector<VkDescriptorBufferInfo> infoSet;
107};
108
109// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
110// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
111// TODO: Maybe create a typedef for each of the templated SceneObject types
112template<class VertexType, class SSBOType>
113struct SceneObject {
114 vector<VertexType> vertices;
115 vector<uint16_t> indices;
116 SSBOType ssbo;
117
118 mat4 model_base;
119 mat4 model_transform;
120
121 bool modified;
122
123 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
124 // parent class
125 vec3 center; // currently only matters for asteroids
126 float radius; // currently only matters for asteroids
127 SceneObject<ModelVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
128};
129
130// TODO: Have to figure out how to include an optional ssbo parameter for each object
131// Could probably use the same approach to make indices optional
132// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
133// them mamdatory
134
135
136// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
137
138struct BaseEffectOverTime {
139 bool deleted;
140
141 virtual void applyEffect(float curTime) = 0;
142
143 BaseEffectOverTime() :
144 deleted(false) {
145 }
146
147 virtual ~BaseEffectOverTime() {
148 }
149};
150
151template<class VertexType, class SSBOType>
152struct EffectOverTime : public BaseEffectOverTime {
153 GraphicsPipeline_Vulkan<VertexType>& pipeline;
154 vector<SceneObject<VertexType, SSBOType>>& objects;
155 unsigned int objectIndex;
156 size_t effectedFieldOffset;
157 float startValue;
158 float startTime;
159 float changePerSecond;
160
161 EffectOverTime(GraphicsPipeline_Vulkan<VertexType>& pipeline, vector<SceneObject<VertexType, SSBOType>>& objects,
162 unsigned int objectIndex, size_t effectedFieldOffset, float startTime, float changePerSecond)
163 : pipeline(pipeline)
164 , objects(objects)
165 , objectIndex(objectIndex)
166 , effectedFieldOffset(effectedFieldOffset)
167 , startTime(startTime)
168 , changePerSecond(changePerSecond) {
169 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
170
171 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
172 ssboOffset + effectedFieldOffset;
173
174 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
175 }
176
177 void applyEffect(float curTime) {
178 if (objects[objectIndex].ssbo.deleted) {
179 this->deleted = true;
180 return;
181 }
182
183 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
184
185 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
186 ssboOffset + effectedFieldOffset;
187
188 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
189
190 objects[objectIndex].modified = true;
191 }
192};
193
194// TODO: Maybe move this to a different header
195
196enum UIValueType {
197 UIVALUE_INT,
198 UIVALUE_DOUBLE,
199};
200
201struct UIValue {
202 UIValueType type;
203 string label;
204 void* value;
205
206 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
207};
208
209/* TODO: The following syntax (note the const keyword) means the function will not modify
210 * its params. I should use this where appropriate
211 *
212 * [return-type] [func-name](params...) const { ... }
213 */
214
215class VulkanGame {
216
217 public:
218
219 VulkanGame();
220 ~VulkanGame();
221
222 void run(int width, int height, unsigned char guiFlags);
223
224 private:
225
226 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
227 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
228 VkDebugUtilsMessageTypeFlagsEXT messageType,
229 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
230 void* pUserData);
231
232 // TODO: Maybe pass these in as parameters to some Camera class
233 const float NEAR_CLIP = 0.1f;
234 const float FAR_CLIP = 100.0f;
235 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
236
237 const int EXPLOSION_PARTICLE_COUNT = 300;
238 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
239
240 bool done;
241
242 vec3 cam_pos;
243
244 // TODO: Good place to start using smart pointers
245 GameGui* gui;
246
247 SDL_version sdlVersion;
248 SDL_Window* window = nullptr;
249
250 int drawableWidth, drawableHeight;
251
252 VkInstance instance;
253 VkDebugUtilsMessengerEXT debugMessenger;
254 VkSurfaceKHR vulkanSurface;
255 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
256 VkDevice device;
257
258 VkQueue graphicsQueue;
259 VkQueue presentQueue;
260
261 // TODO: Maybe make a swapchain struct for convenience
262 VkSurfaceFormatKHR swapChainSurfaceFormat;
263 VkPresentModeKHR swapChainPresentMode;
264 VkExtent2D swapChainExtent;
265 uint32_t swapChainMinImageCount;
266 uint32_t swapChainImageCount;
267 VkSwapchainKHR swapChain;
268 vector<VkImage> swapChainImages;
269 vector<VkImageView> swapChainImageViews;
270 vector<VkFramebuffer> swapChainFramebuffers;
271
272 VkRenderPass renderPass;
273
274 VkCommandPool resourceCommandPool;
275
276 vector<VkCommandPool> commandPools;
277 vector<VkCommandBuffer> commandBuffers;
278
279 VulkanImage depthImage;
280
281 // These are per frame
282 vector<VkSemaphore> imageAcquiredSemaphores;
283 vector<VkSemaphore> renderCompleteSemaphores;
284
285 // These are per swap chain image
286 vector<VkFence> inFlightFences;
287
288 uint32_t imageIndex;
289 uint32_t currentFrame;
290
291 bool shouldRecreateSwapChain;
292
293 VkSampler textureSampler;
294
295 VulkanImage floorTextureImage;
296 VkDescriptorImageInfo floorTextureImageDescriptor;
297
298 VulkanImage laserTextureImage;
299 VkDescriptorImageInfo laserTextureImageDescriptor;
300
301 mat4 viewMat, projMat;
302
303 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
304 VkDescriptorPool imguiDescriptorPool;
305
306 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
307 // while working on graphics-library. Double-check exactly what this was and note it down here.
308 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
309 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
310 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
311 GraphicsPipeline_Vulkan<ModelVertex> modelPipeline;
312 GraphicsPipeline_Vulkan<ModelVertex> shipPipeline;
313 GraphicsPipeline_Vulkan<ModelVertex> asteroidPipeline;
314 GraphicsPipeline_Vulkan<LaserVertex> laserPipeline;
315 GraphicsPipeline_Vulkan<ExplosionVertex> explosionPipeline;
316
317 StorageBufferSet storageBuffers_modelPipeline;
318 StorageBufferSet storageBuffers_shipPipeline;
319 StorageBufferSet storageBuffers_asteroidPipeline;
320 StorageBufferSet storageBuffers_laserPipeline;
321 StorageBufferSet storageBuffers_explosionPipeline;
322
323 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
324 // per pipeline.
325 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
326 // the objects vector, the ubo, and the ssbo
327
328 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
329 // if there is a need to add other uniform variables to one or more of the shaders
330
331 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
332
333 vector<VkBuffer> uniformBuffers_modelPipeline;
334 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
335 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
336
337 UBO_VP_mats object_VP_mats;
338
339 vector<SceneObject<ModelVertex, SSBO_ModelObject>> shipObjects;
340
341 vector<VkBuffer> uniformBuffers_shipPipeline;
342 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
343 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
344
345 UBO_VP_mats ship_VP_mats;
346
347 vector<SceneObject<ModelVertex, SSBO_Asteroid>> asteroidObjects;
348
349 vector<VkBuffer> uniformBuffers_asteroidPipeline;
350 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
351 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
352
353 UBO_VP_mats asteroid_VP_mats;
354
355 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
356
357 vector<VkBuffer> uniformBuffers_laserPipeline;
358 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
359 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
360
361 UBO_VP_mats laser_VP_mats;
362
363 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
364
365 vector<VkBuffer> uniformBuffers_explosionPipeline;
366 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
367 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
368
369 UBO_Explosion explosion_UBO;
370
371 vector<BaseEffectOverTime*> effects;
372
373 float shipSpeed = 0.5f;
374 float asteroidSpeed = 2.0f;
375
376 float spawnRate_asteroid = 0.5;
377 float lastSpawn_asteroid;
378
379 unsigned int leftLaserIdx = -1;
380 EffectOverTime<ModelVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
381
382 unsigned int rightLaserIdx = -1;
383 EffectOverTime<ModelVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
384
385 /*** High-level vars ***/
386
387 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
388 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
389
390 map<string, vector<UIValue>> valueLists;
391
392 int score;
393 float fps;
394
395 // TODO: Make a separate TImer class
396 time_point<steady_clock> startTime;
397 float fpsStartTime, curTime, prevTime, elapsedTime;
398
399 int frameCount;
400
401 /*** Functions ***/
402
403 bool initUI(int width, int height, unsigned char guiFlags);
404 void initVulkan();
405 void initGraphicsPipelines();
406 void initMatrices();
407 void renderLoop();
408 void updateScene();
409 void cleanup();
410
411 void createVulkanInstance(const vector<const char*>& validationLayers);
412 void setupDebugMessenger();
413 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
414 void createVulkanSurface();
415 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
416 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
417 void createLogicalDevice(const vector<const char*>& validationLayers,
418 const vector<const char*>& deviceExtensions);
419 void chooseSwapChainProperties();
420 void createSwapChain();
421 void createImageViews();
422 void createResourceCommandPool();
423 void createImageResources();
424 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
425 void createRenderPass();
426 void createCommandPools();
427 void createFramebuffers();
428 void createCommandBuffers();
429 void createSyncObjects();
430
431 void createTextureSampler();
432
433 void initImGuiOverlay();
434 void cleanupImGuiOverlay();
435
436 // TODO: Maybe move these to a different class, possibly VulkanBuffer or some new related class
437
438 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags, VkMemoryPropertyFlags properties,
439 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
440 vector<VkDescriptorBufferInfo>& bufferInfoList);
441
442 // TODO: See if it makes sense to rename this to resizeBufferSet() and use it to resize other types of buffers as well
443 // TODO: Remove the need for templating, which is only there so a GraphicsPupeline_Vulkan can be passed in
444 template<class VertexType, class SSBOType>
445 void resizeStorageBufferSet(StorageBufferSet& set, VkCommandPool commandPool, VkQueue graphicsQueue,
446 GraphicsPipeline_Vulkan<VertexType>& pipeline);
447
448 template<class SSBOType>
449 void updateStorageBuffer(StorageBufferSet& storageBufferSet, size_t objIndex, SSBOType& ssbo);
450
451 // TODO: Since addObject() returns a reference to the new object now,
452 // stop using objects.back() to access the object that was just created
453 template<class VertexType, class SSBOType>
454 SceneObject<VertexType, SSBOType>& addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
455 GraphicsPipeline_Vulkan<VertexType>& pipeline,
456 const vector<VertexType>& vertices, vector<uint16_t> indices,
457 SSBOType ssbo, StorageBufferSet& storageBuffers,
458 bool pipelinesCreated);
459
460 template<class VertexType>
461 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
462
463 template<class VertexType>
464 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
465
466 template<class VertexType, class SSBOType>
467 void centerObject(SceneObject<VertexType, SSBOType>& object);
468
469 template<class VertexType, class SSBOType>
470 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
471 GraphicsPipeline_Vulkan<VertexType>& pipeline, size_t index);
472
473 template<class VertexType, class SSBOType>
474 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline,
475 SceneObject<VertexType, SSBOType>& obj, size_t index);
476
477 void addLaser(vec3 start, vec3 end, vec3 color, float width);
478 void translateLaser(size_t index, const vec3& translation);
479 void updateLaserTarget(size_t index);
480 bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex, SSBO_Asteroid>& asteroid,
481 vec3& start, vec3& end, vec3& intersection);
482
483 void addExplosion(mat4 model_mat, float duration, float cur_time);
484
485 void renderFrame(ImDrawData* draw_data);
486 void presentFrame();
487
488 void recreateSwapChain();
489
490 void cleanupSwapChain();
491
492 /*** High-level functions ***/
493
494 void renderMainScreen(int width, int height);
495 void renderGameScreen(int width, int height);
496
497 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
498 void renderGuiValueList(vector<UIValue>& values);
499
500 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
501 void quitGame();
502};
503
504// Start of specialized no-op functions
505
506template<>
507inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
508}
509
510// End of specialized no-op functions
511
512template<class VertexType, class SSBOType>
513void VulkanGame::resizeStorageBufferSet(StorageBufferSet& set, VkCommandPool commandPool, VkQueue graphicsQueue,
514 GraphicsPipeline_Vulkan<VertexType>& pipeline) {
515 pipeline.objectCapacity *= 2;
516 VkDeviceSize bufferSize = pipeline.objectCapacity * sizeof(SSBOType);
517
518 for (size_t i = 0; i < set.buffers.size(); i++) {
519 VkBuffer newStorageBuffer;
520 VkDeviceMemory newStorageBufferMemory;
521
522 VulkanUtils::createBuffer(device, physicalDevice, bufferSize,
523 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
524 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
525 newStorageBuffer, newStorageBufferMemory);
526
527 VulkanUtils::copyBuffer(device, commandPool, set.buffers[i], newStorageBuffer,
528 0, 0, pipeline.numObjects * sizeof(SSBOType), graphicsQueue);
529
530 vkDestroyBuffer(device, set.buffers[i], nullptr);
531 vkFreeMemory(device, set.memory[i], nullptr);
532
533 set.buffers[i] = newStorageBuffer;
534 set.memory[i] = newStorageBufferMemory;
535
536 set.infoSet[i].buffer = set.buffers[i];
537 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
538 set.infoSet[i].range = bufferSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
539 }
540}
541
542// TODO: See if it makes sense to pass in the current swapchain index instead of updating all of them
543template<class SSBOType>
544void VulkanGame::updateStorageBuffer(StorageBufferSet& storageBufferSet, size_t objIndex, SSBOType& ssbo) {
545 for (size_t i = 0; i < storageBufferSet.memory.size(); i++) {
546 VulkanUtils::copyDataToMemory(device, ssbo, storageBufferSet.memory[i], objIndex * sizeof(SSBOType));
547 }
548}
549
550// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
551// and to change the model matrix later by setting model_transform and then calling updateObject()
552// Figure out a better way to allow the model matrix to be set during object creation
553
554// TODO: Maybe return a reference to the object from this method if I decide that updating it
555// immediately after creation is a good idea (such as setting model_base)
556// Currently, model_base is set like this in a few places and the radius is set for asteroids
557// to account for scaling
558template<class VertexType, class SSBOType>
559SceneObject<VertexType, SSBOType>& VulkanGame::addObject(vector<SceneObject<VertexType, SSBOType>>& objects,
560 GraphicsPipeline_Vulkan<VertexType>& pipeline,
561 const vector<VertexType>& vertices, vector<uint16_t> indices,
562 SSBOType ssbo, StorageBufferSet& storageBuffers,
563 bool pipelinesCreated) {
564 // TODO: Use the model field of ssbo to set the object's model_base
565 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
566 size_t numVertices = pipeline.getNumVertices();
567
568 for (uint16_t& idx : indices) {
569 idx += numVertices;
570 }
571
572 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
573
574 SceneObject<VertexType, SSBOType>& obj = objects.back();
575
576 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
577 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
578 // type
579 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
580 centerObject(obj);
581 }
582
583 pipeline.addObject(obj.vertices, obj.indices, resourceCommandPool, graphicsQueue);
584
585 // TODO: Probably move the resizing to the VulkanBuffer class
586 // First, try moving this out of addObject
587 bool resizeStorageBuffer = pipeline.numObjects == pipeline.objectCapacity;
588
589 if (resizeStorageBuffer) {
590 resizeStorageBufferSet<VertexType, SSBOType>(storageBuffers, resourceCommandPool, graphicsQueue, pipeline);
591 pipeline.cleanup();
592
593 // Assume the SSBO is always the 2nd binding
594 // TODO: Figure out a way to make this more flexible
595 pipeline.updateDescriptorInfo(1, &storageBuffers.infoSet);
596 }
597
598 pipeline.numObjects++;
599
600 // TODO: Figure out why I am destroying and recreating the ubos when the swap chain is recreated,
601 // but am reusing the same ssbos. Maybe I don't need to recreate the ubos.
602
603 if (pipelinesCreated) {
604 // TODO: See if I can avoid doing this when recreating the pipeline
605 vkDeviceWaitIdle(device);
606
607 for (uint32_t i = 0; i < swapChainImageCount; i++) {
608 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
609 }
610
611 // TODO: The pipeline recreation only has to be done once per frame where at least
612 // one SSBO is resized.
613 // Refactor the logic to check for any resized SSBOs after all objects for the frame
614 // are created and then recreate each of the corresponding pipelines only once per frame
615
616 // TODO: Also, verify if I actually need to recreate all of these, or maybe just the descriptor sets, for instance
617
618 if (resizeStorageBuffer) {
619 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
620 pipeline.createDescriptorPool(swapChainImages);
621 pipeline.createDescriptorSets(swapChainImages);
622 }
623
624 createCommandBuffers();
625 }
626
627 return obj;
628}
629
630template<class VertexType>
631vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
632 for (VertexType& vertex : vertices) {
633 vertex.objIndex = objIndex;
634 }
635
636 return vertices;
637}
638
639// This function sets all the normals for a face to be parallel
640// This is good for models that should have distinct faces, but bad for models that should appear smooth
641// Maybe add an option to set all copies of a point to have the same normal and have the direction of
642// that normal be the weighted average of all the faces it is a part of, where the weight from each face
643// is its surface area.
644
645// TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
646// feasible to automatically enable/disable indexed drawing based on which approach is used
647template<class VertexType>
648vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
649 for (unsigned int i = 0; i < vertices.size(); i += 3) {
650 vec3 p1 = vertices[i].pos;
651 vec3 p2 = vertices[i + 1].pos;
652 vec3 p3 = vertices[i + 2].pos;
653
654 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
655
656 // Add the same normal for all 3 vertices
657 vertices[i].normal = normal;
658 vertices[i + 1].normal = normal;
659 vertices[i + 2].normal = normal;
660 }
661
662 return vertices;
663}
664
665template<class VertexType, class SSBOType>
666void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
667 vector<VertexType>& vertices = object.vertices;
668
669 float min_x = vertices[0].pos.x;
670 float max_x = vertices[0].pos.x;
671 float min_y = vertices[0].pos.y;
672 float max_y = vertices[0].pos.y;
673 float min_z = vertices[0].pos.z;
674 float max_z = vertices[0].pos.z;
675
676 // start from the second point
677 for (unsigned int i = 1; i < vertices.size(); i++) {
678 vec3& pos = vertices[i].pos;
679
680 if (min_x > pos.x) {
681 min_x = pos.x;
682 } else if (max_x < pos.x) {
683 max_x = pos.x;
684 }
685
686 if (min_y > pos.y) {
687 min_y = pos.y;
688 } else if (max_y < pos.y) {
689 max_y = pos.y;
690 }
691
692 if (min_z > pos.z) {
693 min_z = pos.z;
694 } else if (max_z < pos.z) {
695 max_z = pos.z;
696 }
697 }
698
699 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
700
701 for (unsigned int i = 0; i < vertices.size(); i++) {
702 vertices[i].pos -= center;
703 }
704
705 object.radius = std::max(max_x - center.x, max_y - center.y);
706 object.radius = std::max(object.radius, max_z - center.z);
707
708 object.center = vec3(0.0f, 0.0f, 0.0f);
709}
710
711// TODO: Just pass in the single object instead of a list of all of them
712template<class VertexType, class SSBOType>
713void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
714 GraphicsPipeline_Vulkan<VertexType>& pipeline, size_t index) {
715 SceneObject<VertexType, SSBOType>& obj = objects[index];
716
717 obj.ssbo.model = obj.model_transform * obj.model_base;
718 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
719
720 obj.modified = false;
721}
722
723template<class VertexType, class SSBOType>
724void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType>& pipeline,
725 SceneObject<VertexType, SSBOType>& obj, size_t index) {
726 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
727}
728
729#endif // _VULKAN_GAME_H
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