Split sample into header and source files due to complexity
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6 changed files with 1122 additions and 1077 deletions
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (set = 2, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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@ -18,7 +18,7 @@ layout(push_constant) uniform PushConsts {
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mat4 model;
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} primitive;
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layout(std430, set = 2, binding = 0) readonly buffer JointMatrices {
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layout(std430, set = 1, binding = 0) readonly buffer JointMatrices {
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mat4 jointMatrices[];
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};
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@ -43,8 +43,9 @@ void main()
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gl_Position = uboScene.projection * uboScene.view * primitive.model * skinMat * vec4(inPos.xyz, 1.0);
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outNormal = normalize(transpose(inverse(mat3(uboScene.view * primitive.model * skinMat))) * inNormal);
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vec4 pos = uboScene.view * vec4(inPos, 1.0);
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outNormal = mat3(uboScene.view) * inNormal;
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vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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251
examples/gltfskinning/gltfskinning.h
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251
examples/gltfskinning/gltfskinning.h
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/*
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* Vulkan Example - glTF skinned animation
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*
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* Copyright (C) 2020 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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/*
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* This is based on the glTF scene example and only the parts that show added functionality are commented
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* @todo: Rework comments
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* Shows how to load and display a simple scene from a glTF file
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* Note that this isn't a complete glTF loader and only basic functions are shown here
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* This means no complex materials, no animations, no skins, etc.
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* For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
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*
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* Other samples will load models using a dedicated model loader with more features (see base/VulkanglTFModel.hpp)
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*
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* If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
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*/
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// @todo: add link to https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_020_Skins.md
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
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#endif
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#include "tiny_gltf.h"
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanTexture.hpp"
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#define ENABLE_VALIDATION false
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// Contains everything required to render a glTF model in Vulkan
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// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
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class VulkanglTFModel
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{
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public:
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vks::VulkanDevice* vulkanDevice;
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VkQueue copyQueue;
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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glm::vec3 color;
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// Contains indices of the joints that effect this vertex
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glm::vec4 jointIndices;
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// Contains the weights that define how strongly this vertex is affected by above joints
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glm::vec4 jointWeights;
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};
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struct {
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VkBuffer buffer;
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VkDeviceMemory memory;
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} vertices;
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struct {
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int count;
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VkBuffer buffer;
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VkDeviceMemory memory;
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} indices;
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struct Node;
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struct Material {
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glm::vec4 baseColorFactor = glm::vec4(1.0f);
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uint32_t baseColorTextureIndex;
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};
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struct Image {
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vks::Texture2D texture;
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VkDescriptorSet descriptorSet;
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};
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struct Texture {
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int32_t imageIndex;
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};
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struct Primitive {
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uint32_t firstIndex;
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uint32_t indexCount;
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int32_t materialIndex;
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};
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struct Mesh {
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std::vector<Primitive> primitives;
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};
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struct Node {
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Node* parent;
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uint32_t index;
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std::vector<Node*> children;
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Mesh mesh;
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// Matrix components are stored separately as they are affected by animations
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glm::vec3 translation{};
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glm::vec3 scale{ 1.0f };
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glm::quat rotation{};
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// Index of the skin for this node
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int32_t skin = -1;
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glm::mat4 matrix;
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// Gets the current local matrix based on translation, rotation and scale, which can all be affected by animations
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glm::mat4 getLocalMatrix();
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};
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// A skin contains the joints and matrices applied during vertex skinning
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// @todo: Add link to spec
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struct Skin {
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std::string name;
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Node* skeletonRoot = nullptr;
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std::vector<glm::mat4> inverseBindMatrices;
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std::vector<Node*> joints;
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// POI: Store joint matrices in an SSBO
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// @todo: proper comment
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std::vector<glm::mat4> jointMatrices;
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vks::Buffer ssbo;
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VkDescriptorSet descriptorSet;
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};
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/*
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glTF animation channel
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// @todo: Comment
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*/
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struct AnimationChannel {
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std::string path;
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Node* node;
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uint32_t samplerIndex;
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};
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/*
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glTF animation sampler
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// @todo: Comment
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*/
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struct AnimationSampler {
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std::string interpolation;
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std::vector<float> inputs;
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std::vector<glm::vec4> outputsVec4;
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};
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/*
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glTF animation
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// @todo: Comment
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*/
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struct Animation {
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std::string name;
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std::vector<AnimationSampler> samplers;
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std::vector<AnimationChannel> channels;
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float start = std::numeric_limits<float>::max();
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float end = std::numeric_limits<float>::min();
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float currentTime = 0.0f;
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};
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std::vector<Image> images;
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std::vector<Texture> textures;
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std::vector<Material> materials;
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std::vector<Node*> nodes;
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// Store skins and animations
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std::vector<Skin> skins;
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std::vector<Animation> animations;
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// POI: @todo: document
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struct MeshData {
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glm::mat4 jointMatrix[32]{};
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};
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struct ShaderData {
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vks::Buffer buffer;
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} shaderData;
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VkDescriptorSet descriptorSet;
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std::vector<MeshData> meshdata;
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uint32_t activeAnimation = 0;
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~VulkanglTFModel();
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void loadImages(tinygltf::Model& input);
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void loadTextures(tinygltf::Model& input);
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void loadMaterials(tinygltf::Model& input);
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Node* findNode(Node* parent, uint32_t index);
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Node* nodeFromIndex(uint32_t index);
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void loadSkins(tinygltf::Model& input);
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void loadAnimations(tinygltf::Model& input);
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void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer);
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glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node);
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glm::mat4 getNodeMatrix2(VulkanglTFModel::Node* node);
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void updateJoints(VulkanglTFModel::Node* node);
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void updateAnimation(float deltaTime);
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void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node);
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void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool wireframe = false;
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struct ShaderData {
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vks::Buffer buffer;
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struct Values {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
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} values;
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} shaderData;
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VkPipelineLayout pipelineLayout;
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struct Pipelines {
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VkPipeline solid;
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VkPipeline wireframe = VK_NULL_HANDLE;
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} pipelines;
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struct DescriptorSetLayouts {
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VkDescriptorSetLayout matrices;
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VkDescriptorSetLayout textures;
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VkDescriptorSetLayout jointMatrices;
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} descriptorSetLayouts;
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VkDescriptorSet descriptorSet;
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VulkanglTFModel glTFModel;
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VulkanExample();
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~VulkanExample();
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void loadglTFFile(std::string filename);
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virtual void getEnabledFeatures();
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void buildCommandBuffers();
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void loadAssets();
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void setupDescriptors();
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void preparePipelines();
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void prepareUniformBuffers();
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void updateUniformBuffers();
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void prepare();
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virtual void render();
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virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
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};
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