source: opengl-game/vulkan-game.hpp@ 756162f

feature/imgui-sdl
Last change on this file since 756162f was e8445f0, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Modify the parameter order of VulkanUtils::copyDataToMemory and add an overload
that takes the data size as a parameter instead of getting it from the template type

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