Changeset 8e02b6b in opengl-game
- Timestamp:
- Nov 22, 2019, 6:27:13 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- f97c5e7
- Parents:
- 683dd55
- git-author:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:26:59)
- git-committer:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:27:13)
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
shaders/ship.frag
r683dd55 r8e02b6b 8 8 layout(location = 0) out vec4 outColor; 9 9 10 /*11 10 // fixed point light properties 12 11 vec3 Ls = vec3(1.0, 1.0, 1.0); … … 19 18 vec3 Ka = vec3(0.2, 0.2, 0.2); 20 19 float specular_exponent = 100.0; // specular 'power' 21 */22 20 23 21 void main() { 24 /* 25 // ambient intensity 26 vec3 Ia = La * Ka; 22 // ambient intensity 23 vec3 Ia = La * Ka; 27 24 28 // ambient intensity29 vec3 Ia2 = La * Ka;25 // ambient intensity 26 vec3 Ia2 = La * Ka; 30 27 31 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);32 float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);28 //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye); 29 //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0); 33 30 34 // diffuse intensity35 vec3 Id = Ld * color * dot_prod;31 // diffuse intensity 32 //vec3 Id = Ld * color * dot_prod; 36 33 37 vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);38 float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);34 //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye); 35 //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0); 39 36 40 // diffuse intensity41 vec3 Id2 = Ld * color * dot_prod2;37 // diffuse intensity 38 //vec3 Id2 = Ld * color * dot_prod2; 42 39 43 vec3 surface_to_viewer_eye = normalize(-position_eye);40 //vec3 surface_to_viewer_eye = normalize(-position_eye); 44 41 45 vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);46 float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);47 float specular_factor = pow(dot_prod_specular, specular_exponent);42 //vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye); 43 //float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0); 44 //float specular_factor = pow(dot_prod_specular, specular_exponent); 48 45 49 vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);50 float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);51 float specular_factor2 = pow(dot_prod_specular2, specular_exponent);46 //vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye); 47 //float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0); 48 //float specular_factor2 = pow(dot_prod_specular2, specular_exponent); 52 49 53 // specular intensity54 vec3 Is = Ls * Ks * specular_factor;55 vec3 Is2 = Ls * Ks * specular_factor2;50 // specular intensity 51 //vec3 Is = Ls * Ks * specular_factor; 52 //vec3 Is2 = Ls * Ks * specular_factor2; 56 53 57 outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 58 */ 59 outColor = vec4(color, 1.0); 54 //frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 55 outColor = vec4(color, 1.0); 60 56 } -
shaders/ship.vert
r683dd55 r8e02b6b 2 2 #extension GL_ARB_separate_shader_objects : enable 3 3 4 // TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it 4 5 layout (binding = 0) uniform UniformBufferObject { 5 6 mat4 model; … … 10 11 layout(location = 0) in vec3 vertex_position; 11 12 layout(location = 1) in vec3 vertex_color; 13 //layout(location = 2) in vec3 vertex_normal; 14 //layout(location = 3) in uint ubo_index; 12 15 13 16 //out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye; … … 20 23 21 24 void main() { 22 // ORIG:position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));23 position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));24 //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));25 color = vertex_color;26 //light_position_eye = vec3(view * vec4(light_position_world, 1.0));27 //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));25 //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); 26 position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0)); 27 //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); 28 color = vertex_color; 29 //light_position_eye = vec3(view * vec4(light_position_world, 1.0)); 30 //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0)); 28 31 29 gl_Position = ubo.proj * vec4(position_eye, 1.0);32 gl_Position = ubo.proj * vec4(position_eye, 1.0); 30 33 } -
vulkan-game.cpp
r683dd55 r8e02b6b 26 26 framebufferResized = false; 27 27 28 ubo= {};28 modelMvpMats = {}; 29 29 } 30 30 … … 266 266 mat4 T = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z)); 267 267 268 ubo.view = R * T;269 270 ubo.proj = perspective(radians(FOV_ANGLE), (float)swapChainExtent.width / (float)swapChainExtent.height, NEAR_CLIP, FAR_CLIP);271 ubo.proj[1][1] *= -1; // flip the y-axis so that +y is up268 modelMvpMats.view = R * T; 269 270 modelMvpMats.proj = perspective(radians(FOV_ANGLE), (float)swapChainExtent.width / (float)swapChainExtent.height, NEAR_CLIP, FAR_CLIP); 271 modelMvpMats.proj[1][1] *= -1; // flip the y-axis so that +y is up 272 272 } 273 273 … … 342 342 } 343 343 344 void VulkanGame::updateScene(uint32_t currentImage) { 345 static auto startTime = chrono::high_resolution_clock::now(); 346 347 auto currentTime = chrono::high_resolution_clock::now(); 348 float time = chrono::duration<float, chrono::seconds::period>(currentTime - startTime).count(); 349 350 modelMvpMats.model = 351 translate(mat4(1.0f), vec3(0.0f, -2.0f, -0.0f)) * 352 rotate(mat4(1.0f), time * radians(90.0f), vec3(0.0f, 0.0f, 1.0f)); 353 354 VulkanUtils::copyDataToMemory(device, uniformBuffersMemory[currentImage], modelMvpMats); 355 } 356 344 357 void VulkanGame::renderUI() { 345 358 SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); … … 380 393 } 381 394 382 updateUniformBuffer(imageIndex); 395 // TODO: Figure out a more elegant way to only do updates and render the UI once per scene render 396 // Probably move some of the renderScene() code into a higher function that updates the UI, and renders 397 // the UI and scene 398 updateScene(imageIndex); 383 399 384 400 VkSubmitInfo submitInfo = {}; … … 880 896 881 897 void VulkanGame::createUniformBuffers() { 882 VkDeviceSize bufferSize = sizeof(U niformBufferObject);898 VkDeviceSize bufferSize = sizeof(UBO_MvpMat); 883 899 884 900 uniformBuffers.resize(swapChainImages.size()); … … 893 909 uniformBufferInfoList[i].buffer = uniformBuffers[i]; 894 910 uniformBufferInfoList[i].offset = 0; 895 uniformBufferInfoList[i].range = sizeof(U niformBufferObject);911 uniformBufferInfoList[i].range = sizeof(UBO_MvpMat); 896 912 } 897 913 } … … 1005 1021 } 1006 1022 1007 void VulkanGame::updateUniformBuffer(uint32_t currentImage) {1008 static auto startTime = chrono::high_resolution_clock::now();1009 1010 auto currentTime = chrono::high_resolution_clock::now();1011 float time = chrono::duration<float, chrono::seconds::period>(currentTime - startTime).count();1012 1013 ubo.model =1014 translate(mat4(1.0f), vec3(0.0f, -2.0f, -0.0f)) *1015 rotate(mat4(1.0f), time * radians(90.0f), vec3(0.0f, 0.0f, 1.0f));1016 1017 void* data;1018 vkMapMemory(device, uniformBuffersMemory[currentImage], 0, sizeof(ubo), 0, &data);1019 memcpy(data, &ubo, sizeof(ubo));1020 vkUnmapMemory(device, uniformBuffersMemory[currentImage]);1021 }1022 1023 1023 void VulkanGame::cleanupSwapChain() { 1024 1024 VulkanUtils::destroyVulkanImage(device, depthImage); -
vulkan-game.hpp
r683dd55 r8e02b6b 29 29 }; 30 30 31 struct U niformBufferObject {31 struct UBO_MvpMat { 32 32 alignas(16) mat4 model; 33 33 alignas(16) mat4 view; … … 51 51 vec3 cam_pos; 52 52 53 U niformBufferObject ubo;53 UBO_MvpMat modelMvpMats; 54 54 55 55 GameGui* gui; … … 120 120 void initMatrices(); 121 121 void mainLoop(); 122 void updateScene(uint32_t currentImage); 122 123 void renderUI(); 123 124 void renderScene(); … … 147 148 148 149 void recreateSwapChain(); 149 void updateUniformBuffer(uint32_t currentImage);150 150 151 151 void cleanupSwapChain(); -
vulkan-utils.hpp
r683dd55 r8e02b6b 94 94 VkDeviceSize srcOffset, VkDeviceSize dstOffset, VkDeviceSize size, VkQueue graphicsQueue); 95 95 96 template<class DataType> 97 static void copyDataToMemory(VkDevice device, VkDeviceMemory bufferMemory, const DataType& srcData); 98 96 99 static bool hasStencilComponent(VkFormat format); 97 100 … … 122 125 } 123 126 127 template<class DataType> 128 void VulkanUtils::copyDataToMemory(VkDevice device, VkDeviceMemory bufferMemory, const DataType& srcData) { 129 void* data; 130 vkMapMemory(device, bufferMemory, 0, sizeof(DataType), 0, &data); 131 memcpy(data, &srcData, sizeof(DataType)); 132 vkUnmapMemory(device, bufferMemory); 133 } 134 124 135 #endif // _VULKAN_UTILS_H
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