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 | #define GLM_FORCE_RADIANS
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10 | #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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11 | #define GLM_FORCE_RIGHT_HANDED
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12 |
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13 | #include <glm/glm.hpp>
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14 | #include <glm/gtc/matrix_transform.hpp>
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15 |
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16 | #include <vulkan/vulkan.h>
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17 |
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18 | #include <SDL2/SDL.h>
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19 | #include <SDL2/SDL_ttf.h>
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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 "vulkan-utils.hpp"
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25 | #include "graphics-pipeline_vulkan.hpp"
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26 |
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27 | #include "game-gui-sdl.hpp"
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28 |
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29 | #include "gui/screen.hpp"
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30 |
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31 | using namespace glm;
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32 | using namespace std::chrono;
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33 |
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34 | #ifdef NDEBUG
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35 | const bool ENABLE_VALIDATION_LAYERS = false;
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36 | #else
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37 | const bool ENABLE_VALIDATION_LAYERS = true;
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38 | #endif
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39 |
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40 | struct OverlayVertex {
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41 | vec3 pos;
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42 | vec2 texCoord;
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43 | };
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44 |
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45 | struct ModelVertex {
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46 | vec3 pos;
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47 | vec3 color;
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48 | vec2 texCoord;
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49 | unsigned int objIndex;
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50 | };
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51 |
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52 | struct ShipVertex {
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53 | vec3 pos;
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54 | vec3 color;
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55 | vec3 normal;
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56 | unsigned int objIndex;
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57 | };
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58 |
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59 | struct AsteroidVertex {
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60 | vec3 pos;
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61 | vec3 color;
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62 | vec3 normal;
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63 | unsigned int objIndex;
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64 | };
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65 |
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66 | struct LaserVertex {
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67 | vec3 pos;
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68 | vec2 texCoord;
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69 | unsigned int objIndex;
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70 | };
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71 |
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72 | struct ExplosionVertex {
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73 | vec3 particleStartVelocity;
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74 | float particleStartTime;
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75 | unsigned int objIndex;
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76 | };
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77 |
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78 | struct SSBO_ModelObject {
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79 | alignas(16) mat4 model;
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80 | };
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81 |
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82 | struct SSBO_Asteroid {
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83 | alignas(16) mat4 model;
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84 | alignas(4) float hp;
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85 | alignas(4) unsigned int deleted;
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86 | };
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87 |
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88 | struct SSBO_Laser {
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89 | alignas(16) mat4 model;
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90 | alignas(4) vec3 color;
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91 | alignas(4) unsigned int deleted;
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92 | };
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93 |
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94 | struct SSBO_Explosion {
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95 | alignas(16) mat4 model;
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96 | alignas(4) float explosionStartTime;
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97 | alignas(4) float explosionDuration;
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98 | alignas(4) unsigned int deleted;
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99 | };
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100 |
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101 | struct UBO_VP_mats {
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102 | alignas(16) mat4 view;
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103 | alignas(16) mat4 proj;
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104 | };
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105 |
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106 | struct UBO_Explosion {
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107 | alignas(16) mat4 view;
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108 | alignas(16) mat4 proj;
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109 | alignas(4) float cur_time;
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110 | };
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111 |
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112 | // TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
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113 | // TODO: Create a typedef for index type so I can easily change uin16_t to something else later
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114 | // TODO: Maybe create a typedef for each of the templated SceneObject types
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115 | template<class VertexType, class SSBOType>
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116 | struct SceneObject {
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117 | vector<VertexType> vertices;
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118 | vector<uint16_t> indices;
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119 | SSBOType ssbo;
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120 |
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121 | mat4 model_base;
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122 | mat4 model_transform;
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123 |
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124 | bool modified;
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125 |
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126 | // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
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127 | // parent class
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128 | vec3 center; // currently only matters for asteroids
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129 | float radius; // currently only matters for asteroids
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130 | SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
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131 | };
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132 |
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133 | // TODO: Have to figure out how to include an optional ssbo parameter for each object
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134 | // Could probably use the same approach to make indices optional
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135 | // Figure out if there are sufficient use cases to make either of these optional or is it fine to make
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136 | // them mamdatory
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137 |
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138 |
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139 | // TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
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140 |
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141 | struct BaseEffectOverTime {
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142 | bool deleted;
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143 |
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144 | virtual void applyEffect(float curTime) = 0;
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145 |
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146 | BaseEffectOverTime() :
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147 | deleted(false) {
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148 | }
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149 |
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150 | virtual ~BaseEffectOverTime() {
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151 | }
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152 | };
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153 |
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154 | template<class VertexType, class SSBOType>
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155 | struct EffectOverTime : public BaseEffectOverTime {
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156 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
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157 | vector<SceneObject<VertexType, SSBOType>>& objects;
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158 | unsigned int objectIndex;
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159 | size_t effectedFieldOffset;
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160 | float startValue;
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161 | float startTime;
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162 | float changePerSecond;
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163 |
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164 | EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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165 | vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
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166 | size_t effectedFieldOffset, float startTime, float changePerSecond) :
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167 | pipeline(pipeline),
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168 | objects(objects),
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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 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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174 |
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175 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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176 | ssboOffset + effectedFieldOffset;
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177 |
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178 | startValue = *reinterpret_cast<float*>(effectedFieldPtr);
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179 | }
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180 |
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181 | void applyEffect(float curTime) {
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182 | if (objects[objectIndex].ssbo.deleted) {
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183 | this->deleted = true;
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184 | return;
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185 | }
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186 |
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187 | size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
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188 |
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189 | unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
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190 | ssboOffset + effectedFieldOffset;
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191 |
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192 | *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
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193 |
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194 | objects[objectIndex].modified = true;
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195 | }
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196 | };
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197 |
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198 | class VulkanGame {
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199 | public:
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200 | VulkanGame();
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201 | ~VulkanGame();
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202 |
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203 | void run(int width, int height, unsigned char guiFlags);
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204 |
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205 | void goToScreen(Screen* screen);
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206 | void quitGame();
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207 |
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208 | map<ScreenType, Screen*> screens;
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209 | Screen* currentScreen;
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210 |
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211 | TTF_Font* lazyFont;
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212 | TTF_Font* proggyFont;
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213 |
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214 | int score;
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215 | float fps;
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216 |
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217 | GraphicsPipeline_Vulkan<OverlayVertex, void*> overlayPipeline;
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218 |
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219 | GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
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220 |
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221 | GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
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222 |
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223 | GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
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224 |
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225 | GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
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226 |
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227 | GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
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228 |
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229 | private:
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230 | static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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231 | VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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232 | VkDebugUtilsMessageTypeFlagsEXT messageType,
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233 | const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
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234 | void* pUserData);
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235 |
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236 | const float NEAR_CLIP = 0.1f;
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237 | const float FAR_CLIP = 100.0f;
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238 | const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 def
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239 |
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240 | const int EXPLOSION_PARTICLE_COUNT = 300;
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241 | const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
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242 |
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243 | bool done;
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244 |
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245 | vec3 cam_pos;
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246 |
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247 | // TODO: Good place to start using smart pointers
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248 | GameGui* gui;
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249 |
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250 | SDL_version sdlVersion;
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251 | SDL_Window* window = nullptr;
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252 | SDL_Renderer* renderer = nullptr;
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253 |
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254 | SDL_Texture* uiOverlay = nullptr;
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255 |
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256 | VkInstance instance;
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257 | VkDebugUtilsMessengerEXT debugMessenger;
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258 | VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface
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259 | VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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260 | VkDevice device;
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261 |
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262 | VkQueue graphicsQueue;
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263 | VkQueue presentQueue;
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264 |
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265 | // TODO: Maybe make a swapchain struct for convenience
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266 | VkSurfaceFormatKHR swapChainSurfaceFormat;
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267 | VkPresentModeKHR swapChainPresentMode;
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268 | VkExtent2D swapChainExtent;
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269 | uint32_t swapChainMinImageCount;
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270 | uint32_t swapChainImageCount;
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271 | VkSwapchainKHR swapChain;
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272 | vector<VkImage> swapChainImages;
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273 | vector<VkImageView> swapChainImageViews;
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274 | vector<VkFramebuffer> swapChainFramebuffers;
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275 |
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276 | VkRenderPass renderPass;
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277 |
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278 | VkCommandPool resourceCommandPool;
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279 |
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280 | vector<VkCommandPool> commandPools;
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281 | vector<VkCommandBuffer> commandBuffers;
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282 |
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283 | VulkanImage depthImage;
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284 |
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285 | // These are per frame
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286 | vector<VkSemaphore> imageAcquiredSemaphores;
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287 | vector<VkSemaphore> renderCompleteSemaphores;
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288 |
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289 | // These are per swap chain image
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290 | vector<VkFence> inFlightFences;
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291 |
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292 | uint32_t imageIndex;
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293 | uint32_t currentFrame;
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294 |
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295 | bool shouldRecreateSwapChain;
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296 |
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297 | VkDescriptorPool imguiDescriptorPool;
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298 |
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299 | VkSampler textureSampler;
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300 |
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301 | VulkanImage sdlOverlayImage;
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302 | VkDescriptorImageInfo sdlOverlayImageDescriptor;
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303 |
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304 | VulkanImage floorTextureImage;
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305 | VkDescriptorImageInfo floorTextureImageDescriptor;
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306 |
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307 | VulkanImage laserTextureImage;
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308 | VkDescriptorImageInfo laserTextureImageDescriptor;
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309 |
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310 | mat4 viewMat, projMat;
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311 |
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312 | // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
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313 | // per pipeline.
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314 | // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
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315 | // the objects vector, the ubo, and the ssbo
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316 |
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317 | // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
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318 | // if there is a need to add other uniform variables to one or more of the shaders
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319 |
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320 | vector<SceneObject<OverlayVertex, void*>> overlayObjects;
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321 |
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322 | vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
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323 |
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324 | vector<VkBuffer> uniformBuffers_modelPipeline;
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325 | vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
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326 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
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327 |
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328 | UBO_VP_mats object_VP_mats;
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329 |
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330 | vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
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331 |
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332 | vector<VkBuffer> uniformBuffers_shipPipeline;
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333 | vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
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334 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
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335 |
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336 | UBO_VP_mats ship_VP_mats;
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337 |
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338 | vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
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339 |
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340 | vector<VkBuffer> uniformBuffers_asteroidPipeline;
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341 | vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
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342 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
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343 |
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344 | UBO_VP_mats asteroid_VP_mats;
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345 |
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346 | vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
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347 |
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348 | vector<VkBuffer> uniformBuffers_laserPipeline;
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349 | vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
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350 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
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351 |
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352 | UBO_VP_mats laser_VP_mats;
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353 |
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354 | vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
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355 |
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356 | vector<VkBuffer> uniformBuffers_explosionPipeline;
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357 | vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
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358 | vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
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359 |
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360 | UBO_Explosion explosion_UBO;
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361 |
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362 | vector<BaseEffectOverTime*> effects;
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363 |
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364 | // TODO: Make a separate TImer class
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365 | // It could also deal with the steady_clock vs high_resolution_clock issue
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366 | time_point<steady_clock> startTime;
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367 | float fpsStartTime, curTime, prevTime, elapsedTime;
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368 |
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369 | int frameCount;
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370 |
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371 | float shipSpeed = 0.5f;
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372 | float asteroidSpeed = 2.0f;
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373 |
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374 | float spawnRate_asteroid = 0.5;
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375 | float lastSpawn_asteroid;
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376 |
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377 | unsigned int leftLaserIdx = -1;
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378 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
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379 |
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380 | unsigned int rightLaserIdx = -1;
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381 | EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
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382 |
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383 | bool initUI(int width, int height, unsigned char guiFlags);
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384 | void initVulkan();
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385 | void initGraphicsPipelines();
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386 | void initMatrices();
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387 | void mainLoop();
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388 | void updateScene();
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389 | void cleanup();
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390 |
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391 | void createVulkanInstance(const vector<const char*>& validationLayers);
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392 | void setupDebugMessenger();
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393 | void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
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394 | void createVulkanSurface();
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395 | void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
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396 | bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
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397 | void createLogicalDevice(const vector<const char*>& validationLayers,
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398 | const vector<const char*>& deviceExtensions);
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399 | void chooseSwapChainProperties();
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400 | void createSwapChain();
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401 | void createImageViews();
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402 | void createRenderPass();
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403 | VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
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404 | void createResourceCommandPool();
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405 | void createCommandPools();
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406 | void createImageResources();
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407 | void createFramebuffers();
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408 | void createCommandBuffers();
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409 | void createSyncObjects();
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410 |
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411 | void createTextureSampler();
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412 |
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413 | void createImguiDescriptorPool();
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414 | void destroyImguiDescriptorPool();
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415 |
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416 | // TODO: Since addObject() returns a reference to the new object now,
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417 | // stop using objects.back() to access the object that was just created
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418 | template<class VertexType, class SSBOType>
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419 | SceneObject<VertexType, SSBOType>& addObject(
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420 | vector<SceneObject<VertexType, SSBOType>>& objects,
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421 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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422 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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423 | bool pipelinesCreated);
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424 |
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425 | template<class VertexType, class SSBOType>
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426 | void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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427 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
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428 |
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429 | template<class VertexType, class SSBOType>
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430 | void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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431 | SceneObject<VertexType, SSBOType>& obj, size_t index);
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432 |
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433 | template<class VertexType>
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434 | vector<VertexType> addVertexNormals(vector<VertexType> vertices);
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435 |
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436 | template<class VertexType>
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437 | vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
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438 |
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439 | template<class VertexType, class SSBOType>
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440 | void centerObject(SceneObject<VertexType, SSBOType>& object);
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441 |
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442 | void addLaser(vec3 start, vec3 end, vec3 color, float width);
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443 | void translateLaser(size_t index, const vec3& translation);
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444 | void updateLaserTarget(size_t index);
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445 | bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
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446 | vec3& start, vec3& end, vec3& intersection);
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447 |
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448 | void addExplosion(mat4 model_mat, float duration, float cur_time);
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449 |
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450 | void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
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451 | vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
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452 | vector<VkDescriptorBufferInfo>& bufferInfoList);
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453 |
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454 | void renderFrame(ImDrawData* draw_data);
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455 | void presentFrame();
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456 |
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457 | void recreateSwapChain();
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458 |
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459 | void cleanupSwapChain();
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460 | };
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461 |
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462 | // Start of specialized no-op functions
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463 |
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464 | template<>
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465 | inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
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466 | }
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467 |
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468 | // End of specialized no-op functions
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469 |
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470 | // TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
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471 | // and to change the model matrix later by setting model_transform and then calling updateObject()
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472 | // Figure out a better way to allow the model matrix to be set during objecting creation
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473 |
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474 | // TODO: Maybe return a reference to the object from this method if I decide that updating it
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475 | // immediately after creation is a good idea (such as setting model_base)
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476 | // Currently, model_base is set like this in a few places and the radius is set for asteroids
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477 | // to account for scaling
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478 | template<class VertexType, class SSBOType>
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479 | SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
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480 | vector<SceneObject<VertexType, SSBOType>>& objects,
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481 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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482 | const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
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483 | bool pipelinesCreated) {
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484 | // TODO: Use the model field of ssbo to set the object's model_base
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485 | // currently, the passed in model is useless since it gets overridden in updateObject() anyway
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486 | size_t numVertices = pipeline.getNumVertices();
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487 |
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488 | for (uint16_t& idx : indices) {
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489 | idx += numVertices;
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490 | }
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491 |
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492 | objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
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493 |
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494 | SceneObject<VertexType, SSBOType>& obj = objects.back();
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495 |
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496 | if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
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497 | centerObject(obj);
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498 | }
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499 |
|
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500 | bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
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501 | resourceCommandPool, graphicsQueue);
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502 |
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503 | if (pipelinesCreated) {
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504 | vkDeviceWaitIdle(device);
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505 |
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506 | for (uint32_t i = 0; i < swapChainImageCount; i++) {
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507 | vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
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508 | }
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509 |
|
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510 | // TODO: The pipeline recreation only has to be done once per frame where at least
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511 | // one SSBO is resized.
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512 | // Refactor the logic to check for any resized SSBOs after all objects for the frame
|
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513 | // are created and then recreate each of the corresponding pipelines only once per frame
|
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514 | if (storageBufferResized) {
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515 | pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
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516 | pipeline.createDescriptorPool(swapChainImages);
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517 | pipeline.createDescriptorSets(swapChainImages);
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518 | }
|
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519 |
|
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520 | createCommandBuffers();
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521 | }
|
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522 |
|
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523 | return obj;
|
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524 | }
|
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525 |
|
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526 | // TODO: Just pass in the single object instead of a list of all of them
|
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527 | template<class VertexType, class SSBOType>
|
---|
528 | void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
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529 | GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
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530 | SceneObject<VertexType, SSBOType>& obj = objects[index];
|
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531 |
|
---|
532 | obj.ssbo.model = obj.model_transform * obj.model_base;
|
---|
533 | obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
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534 |
|
---|
535 | pipeline.updateObject(index, obj.ssbo);
|
---|
536 |
|
---|
537 | obj.modified = false;
|
---|
538 | }
|
---|
539 |
|
---|
540 | template<class VertexType, class SSBOType>
|
---|
541 | void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
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542 | SceneObject<VertexType, SSBOType>& obj, size_t index) {
|
---|
543 | pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
|
---|
544 | }
|
---|
545 |
|
---|
546 | template<class VertexType>
|
---|
547 | vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
|
---|
548 | for (unsigned int i = 0; i < vertices.size(); i += 3) {
|
---|
549 | vec3 p1 = vertices[i].pos;
|
---|
550 | vec3 p2 = vertices[i+1].pos;
|
---|
551 | vec3 p3 = vertices[i+2].pos;
|
---|
552 |
|
---|
553 | vec3 normal = normalize(cross(p2 - p1, p3 - p1));
|
---|
554 |
|
---|
555 | // Add the same normal for all 3 vertices
|
---|
556 | vertices[i].normal = normal;
|
---|
557 | vertices[i+1].normal = normal;
|
---|
558 | vertices[i+2].normal = normal;
|
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559 | }
|
---|
560 |
|
---|
561 | return vertices;
|
---|
562 | }
|
---|
563 |
|
---|
564 | template<class VertexType>
|
---|
565 | vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
|
---|
566 | for (VertexType& vertex : vertices) {
|
---|
567 | vertex.objIndex = objIndex;
|
---|
568 | }
|
---|
569 |
|
---|
570 | return vertices;
|
---|
571 | }
|
---|
572 |
|
---|
573 | template<class VertexType, class SSBOType>
|
---|
574 | void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
|
---|
575 | vector<VertexType>& vertices = object.vertices;
|
---|
576 |
|
---|
577 | float min_x = vertices[0].pos.x;
|
---|
578 | float max_x = vertices[0].pos.x;
|
---|
579 | float min_y = vertices[0].pos.y;
|
---|
580 | float max_y = vertices[0].pos.y;
|
---|
581 | float min_z = vertices[0].pos.z;
|
---|
582 | float max_z = vertices[0].pos.z;
|
---|
583 |
|
---|
584 | // start from the second point
|
---|
585 | for (unsigned int i = 1; i < vertices.size(); i++) {
|
---|
586 | vec3& pos = vertices[i].pos;
|
---|
587 |
|
---|
588 | if (min_x > pos.x) {
|
---|
589 | min_x = pos.x;
|
---|
590 | } else if (max_x < pos.x) {
|
---|
591 | max_x = pos.x;
|
---|
592 | }
|
---|
593 |
|
---|
594 | if (min_y > pos.y) {
|
---|
595 | min_y = pos.y;
|
---|
596 | } else if (max_y < pos.y) {
|
---|
597 | max_y = pos.y;
|
---|
598 | }
|
---|
599 |
|
---|
600 | if (min_z > pos.z) {
|
---|
601 | min_z = pos.z;
|
---|
602 | } else if (max_z < pos.z) {
|
---|
603 | max_z = pos.z;
|
---|
604 | }
|
---|
605 | }
|
---|
606 |
|
---|
607 | vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
|
---|
608 |
|
---|
609 | for (unsigned int i = 0; i < vertices.size(); i++) {
|
---|
610 | vertices[i].pos -= center;
|
---|
611 | }
|
---|
612 |
|
---|
613 | object.radius = std::max(max_x - center.x, max_y - center.y);
|
---|
614 | object.radius = std::max(object.radius, max_z - center.z);
|
---|
615 |
|
---|
616 | object.center = vec3(0.0f, 0.0f, 0.0f);
|
---|
617 | }
|
---|
618 |
|
---|
619 | #endif // _VULKAN_GAME_H
|
---|