Skeletal animation example shaders, code cleanup, etc.
This commit is contained in:
parent
54ddca7c08
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1359058d24
11 changed files with 65 additions and 121 deletions
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@ -1,7 +1,6 @@
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cd jni
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call ndk-build
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if %ERRORLEVEL% EQU 0 (
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echo ndk-build has failed, build cancelled
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cd..
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mkdir "assets\shaders\base"
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@ -18,7 +17,7 @@ if %ERRORLEVEL% EQU 0 (
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xcopy "..\..\data\models\plane_z.obj" "assets\models" /Y
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mkdir "assets\textures"
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xcopy "..\..\data\textures\pattern_35_bc3.ktx" "assets\textures" /Y
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xcopy "..\..\data\textures\trail_bc3.ktx" "assets\textures" /Y
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xcopy "..\..\data\textures\goblin_bc3.ktx" "assets\textures" /Y
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mkdir "res\drawable"
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@ -40,14 +40,13 @@ void main()
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boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
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boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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outNormal = mat3(inverse(transpose(ubo.model * boneTransform))) * inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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Binary file not shown.
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@ -19,14 +19,13 @@ void main()
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float distSqr = dot(inLightVec, inLightVec);
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vec3 lVec = inLightVec * inversesqrt(distSqr);
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float invRadius = 1.0/4500.0;
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float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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const float attInvRadius = 1.0/5000.0;
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float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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// Fake drop shadow
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invRadius = 1.0/2500.0;
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float dropshadow = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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const float shadowInvRadius = 1.0/2500.0;
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float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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outFragColor = vec4(color.g * (1.0 - dropshadow));
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outFragColor = vec4(color.rgba * (1.0 - dropshadow));
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outFragColor.rgb *= atten;
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}
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Binary file not shown.
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@ -29,7 +29,7 @@ out gl_PerVertex
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void main()
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{
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outUV = inUV * 2.0 + ubo.uvOffset;
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outUV = inUV + ubo.uvOffset;
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vec4 pos = vec4(inPos, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos);
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Binary file not shown.
BIN
data/textures/trail_bc3.ktx
Normal file
BIN
data/textures/trail_bc3.ktx
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Binary file not shown.
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@ -20,6 +20,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanbuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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@ -351,9 +352,9 @@ public:
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SkinnedMesh *skinnedMesh = nullptr;
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struct {
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vkTools::UniformData vsScene;
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vkTools::UniformData floor;
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} uniformData;
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vk::Buffer mesh;
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vk::Buffer floor;
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} uniformBuffers;
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struct {
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glm::mat4 projection;
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@ -402,6 +403,7 @@ public:
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enableTextOverlay = true;
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title = "Vulkan Example - Skeletal animation";
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cameraPos = { 0.0f, 0.0f, 12.0f };
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paused = true;
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}
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~VulkanExample()
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@ -417,8 +419,8 @@ public:
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textureLoader->destroyTexture(textures.colorMap);
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textureLoader->destroyTexture(textures.floor);
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vkTools::destroyUniformData(device, &uniformData.vsScene);
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vkTools::destroyUniformData(device, &uniformData.floor);
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uniformBuffers.mesh.destroy();
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uniformBuffers.floor.destroy();
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// Destroy and free mesh resources
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vkMeshLoader::freeMeshBufferResources(device, &meshes.floor);
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@ -536,19 +538,19 @@ public:
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vertexBuffer.push_back(vertex);
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}
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}
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uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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VkDeviceSize vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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// Generate index buffer from loaded mesh file
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < skinnedMesh->meshLoader->m_Entries.size(); m++)
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{
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uint32_t indexBase = indexBuffer.size();
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uint32_t indexBase = static_cast<uint32_t>(indexBuffer.size());
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for (uint32_t i = 0; i < skinnedMesh->meshLoader->m_Entries[m].Indices.size(); i++)
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{
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indexBuffer.push_back(skinnedMesh->meshLoader->m_Entries[m].Indices[i] + indexBase);
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}
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}
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uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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VkDeviceSize indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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skinnedMesh->meshBuffer.indexCount = indexBuffer.size();
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bool useStaging = true;
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@ -645,21 +647,10 @@ public:
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}
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}
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void loadTextures()
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{
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textureLoader->loadTexture(
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getAssetPath() + "textures/goblin_bc3.ktx",
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VK_FORMAT_BC3_UNORM_BLOCK,
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&textures.colorMap);
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textureLoader->loadTexture(
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getAssetPath() + "textures/pattern_35_bc3.ktx",
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VK_FORMAT_BC3_UNORM_BLOCK,
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&textures.floor);
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}
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void loadMeshes()
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void loadAssets()
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{
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textureLoader->loadTexture(getAssetPath() + "textures/goblin_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.colorMap);
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textureLoader->loadTexture(getAssetPath() + "textures/trail_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.floor);
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VulkanExampleBase::loadMesh(getAssetPath() + "models/plane_z.obj", &meshes.floor, vertexLayout, 512.0f);
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}
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@ -798,7 +789,7 @@ public:
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.vsScene.descriptor),
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&uniformBuffers.mesh.descriptor),
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// Binding 1 : Color map
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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@ -823,7 +814,7 @@ public:
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descriptorSets.floor,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.floor.descriptor));
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&uniformBuffers.floor.descriptor));
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// Binding 1 : Color map
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writeDescriptorSets.push_back(
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vkTools::initializers::writeDescriptorSet(
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@ -917,31 +908,23 @@ public:
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Vertex shader uniform buffer block
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createBuffer(
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// Mesh uniform buffer block
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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sizeof(uboVS),
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nullptr,
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&uniformData.vsScene.buffer,
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&uniformData.vsScene.memory,
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&uniformData.vsScene.descriptor);
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&uniformBuffers.mesh,
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sizeof(uboVS));
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// Map persistant
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VK_CHECK_RESULT(uniformBuffers.mesh.map());
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// Map for host access
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VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&uniformData.vsScene.mapped));
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// Floor
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createBuffer(
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// Floor uniform buffer block
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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sizeof(uboFloor),
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nullptr,
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&uniformData.floor.buffer,
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&uniformData.floor.memory,
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&uniformData.floor.descriptor);
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// Map for host access
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VK_CHECK_RESULT(vkMapMemory(device, uniformData.floor.memory, 0, sizeof(uboFloor), 0, (void **)&uniformData.floor.mapped));
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&uniformBuffers.floor,
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sizeof(uboFloor));
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// Map persistant
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VK_CHECK_RESULT(uniformBuffers.floor.map());
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updateUniformBuffers(true);
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}
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@ -950,7 +933,7 @@ public:
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{
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if (viewChanged)
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{
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 512.0f);
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 1024.0f);
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glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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@ -980,11 +963,11 @@ public:
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uboVS.bones[i] = glm::transpose(glm::make_mat4(&skinnedMesh->boneTransforms[i].a1));
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}
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memcpy(uniformData.vsScene.mapped, &uboVS, sizeof(uboVS));
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uniformBuffers.mesh.copyTo(&uboVS, sizeof(uboVS));
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// Update floor animation
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uboFloor.uvOffset.t -= 0.5f * skinnedMesh->animationSpeed * frameTimer;
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memcpy(uniformData.floor.mapped, &uboFloor, sizeof(uboFloor));
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uboFloor.uvOffset.t -= 0.25f * skinnedMesh->animationSpeed * frameTimer;
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uniformBuffers.floor.copyTo(&uboFloor, sizeof(uboFloor));
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}
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void draw()
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@ -1001,9 +984,8 @@ public:
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadTextures();
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loadAssets();
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loadMesh();
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loadMeshes();
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setupVertexDescriptions();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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@ -1068,63 +1050,4 @@ public:
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}
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};
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VulkanExample *vulkanExample;
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#if defined(_WIN32)
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LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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if (vulkanExample != NULL)
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{
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vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
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}
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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}
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#elif defined(__linux__) && !defined(__ANDROID__)
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static void handleEvent(const xcb_generic_event_t *event)
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{
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if (vulkanExample != NULL)
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{
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vulkanExample->handleEvent(event);
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}
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}
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#endif
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// Main entry point
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#if defined(_WIN32)
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// Windows entry point
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
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#elif defined(__ANDROID__)
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// Android entry point
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void android_main(android_app* state)
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#elif defined(__linux__)
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// Linux entry point
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int main(const int argc, const char *argv[])
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#endif
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{
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#if defined(__ANDROID__)
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// Removing this may cause the compiler to omit the main entry point
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// which would make the application crash at start
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app_dummy();
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#endif
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vulkanExample = new VulkanExample();
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#if defined(_WIN32)
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vulkanExample->setupWindow(hInstance, WndProc);
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#elif defined(__ANDROID__)
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// Attach vulkan example to global android application state
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state->userData = vulkanExample;
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state->onAppCmd = VulkanExample::handleAppCommand;
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state->onInputEvent = VulkanExample::handleAppInput;
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vulkanExample->androidApp = state;
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#elif defined(__linux__)
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vulkanExample->setupWindow();
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#endif
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#if !defined(__ANDROID__)
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vulkanExample->initSwapchain();
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vulkanExample->prepare();
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#endif
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vulkanExample->renderLoop();
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delete(vulkanExample);
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#if !defined(__ANDROID__)
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return 0;
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#endif
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}
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VULKAN_EXAMPLE_MAIN()
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@ -21,6 +21,12 @@
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<ClInclude Include="..\base\vulkanexamplebase.h" />
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<ClInclude Include="..\base\vulkantools.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\data\shaders\skeletalanimation\mesh.frag" />
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<None Include="..\data\shaders\skeletalanimation\mesh.vert" />
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<None Include="..\data\shaders\skeletalanimation\texture.frag" />
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<None Include="..\data\shaders\skeletalanimation\texture.vert" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{469A1996-9BC5-4003-9564-C3816E3822E0}</ProjectGuid>
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<RootNamespace>skelatalanimation</RootNamespace>
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@ -54,6 +60,7 @@
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<Optimization>Disabled</Optimization>
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<OpenMPSupport>true</OpenMPSupport>
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<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
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<WarningLevel>Level3</WarningLevel>
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</ClCompile>
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<Link>
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<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
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@ -13,6 +13,9 @@
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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<Filter Include="Shaders">
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<UniqueIdentifier>{a7e2f71f-eff6-4f0b-9c6f-60b729319523}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\base\vulkandebug.cpp">
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@ -39,4 +42,18 @@
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\data\shaders\skeletalanimation\mesh.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\skeletalanimation\mesh.vert">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\skeletalanimation\texture.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\skeletalanimation\texture.vert">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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</Project>
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