Split sample into header and source files due to complexity
This commit is contained in:
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6 changed files with 1122 additions and 1077 deletions
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@ -1,6 +1,6 @@
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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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@ -19,203 +19,31 @@
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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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#include "gltfskinning.h"
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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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/*
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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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glTF model class
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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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Contains everything required to render a skinned glTF model in Vulkan
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This class is simplified compared to glTF's feature set but retains the basic glTF structure required for this sample
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#define ENABLE_VALIDATION false
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*/
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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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// The class requires some Vulkan objects so it can create it's own resources
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vks::VulkanDevice* vulkanDevice;
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VkQueue copyQueue;
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// The vertex layout for the samples' model
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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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// Single vertex buffer for all primitives
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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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// Single index buffer for all primitives
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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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// The following structures roughly represent the glTF scene structure
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// To keep things simple, they only contain those properties that are required for this sample
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struct Node;
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// A primitive contains the data for a single draw call
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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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// Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives
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struct Mesh {
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std::vector<Primitive> primitives;
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// POI: @todo: document
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struct ShaderData {
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vks::Buffer buffer;
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struct Values {
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// @todo: make const
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glm::mat4 jointMatrix[16]{};
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float jointcount{ 0 };
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} values;
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} shaderData;
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VkDescriptorSet descriptorSet;
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};
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// A skin contains the joints and matrices applied during vertex skinning
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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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// A node represents an object in the glTF scene graph
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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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// Store matrix components as they may be altered 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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// glTF stores the index of the skin for a node
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int32_t skin = -1;
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glm::mat4 matrix;
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// Get the current local matrix based on translation, rotation and scale, which can all be altered by animation
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glm::mat4 getLocalMatrix() {
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/*
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Get a node's local matrix from the current translation, rotation and scale values
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These are calculated from the current animation an need to be calculated dynamically
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*/
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glm::mat4 VulkanglTFModel::Node::getLocalMatrix() {
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return glm::translate(glm::mat4(1.0f), translation) * glm::mat4(rotation) * glm::scale(glm::mat4(1.0f), scale) * matrix;
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}
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};
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// A glTF material stores information in e.g. the exture that is attached to it and colors
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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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// Contains the texture for a single glTF image
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// Images may be reused by texture objects and are as such separted
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struct Image {
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vks::Texture2D texture;
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// We also store (and create) a descriptor set that's used to access this texture from the fragment shader
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VkDescriptorSet descriptorSet;
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};
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// A glTF texture stores a reference to the image and a sampler
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// In this sample, we are only interested in the image
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struct Texture {
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int32_t imageIndex;
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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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Release all Vulkan resources acquired for the model
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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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};
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/*
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Model data
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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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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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// @todo: make const
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glm::mat4 jointMatrix[16]{};
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float jointcount{ 0 };
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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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~VulkanglTFModel()
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VulkanglTFModel::~VulkanglTFModel()
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{
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// Release all Vulkan resources allocated for the model
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vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
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vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
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vkDestroyBuffer(vulkanDevice->logicalDevice, indices.buffer, nullptr);
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@ -234,7 +62,7 @@ public:
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The following functions take a glTF input model loaded via tinyglTF and convert all required data into our own structure
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*/
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void loadImages(tinygltf::Model& input)
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void VulkanglTFModel::loadImages(tinygltf::Model& input)
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{
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// Images can be stored inside the glTF (which is the case for the sample model), so instead of directly
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// loading them from disk, we fetch them from the glTF loader and upload the buffers
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@ -252,9 +80,7 @@ public:
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unsigned char* rgba = buffer;
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unsigned char* rgb = &glTFImage.image[0];
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for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) {
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for (int32_t j = 0; j < 3; ++j) {
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rgba[j] = rgb[j];
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}
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memcpy(rgba, rgb, sizeof(unsigned char) * 3);
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rgba += 4;
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rgb += 3;
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}
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}
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// Load texture from image buffer
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images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, copyQueue);
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if (deleteBuffer) {
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delete buffer;
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}
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}
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}
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void loadTextures(tinygltf::Model& input)
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void VulkanglTFModel::loadTextures(tinygltf::Model& input)
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{
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textures.resize(input.textures.size());
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for (size_t i = 0; i < input.textures.size(); i++) {
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}
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}
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void loadMaterials(tinygltf::Model& input)
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void VulkanglTFModel::loadMaterials(tinygltf::Model& input)
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{
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materials.resize(input.materials.size());
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for (size_t i = 0; i < input.materials.size(); i++) {
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// Helper functions for locating glTF nodes
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Node* findNode(Node* parent, uint32_t index) {
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VulkanglTFModel::Node* VulkanglTFModel::findNode(Node* parent, uint32_t index) {
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Node* nodeFound = nullptr;
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if (parent->index == index) {
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return parent;
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return nodeFound;
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}
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Node* nodeFromIndex(uint32_t index) {
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VulkanglTFModel::Node* VulkanglTFModel::nodeFromIndex(uint32_t index) {
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Node* nodeFound = nullptr;
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for (auto& node : nodes) {
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nodeFound = findNode(node, index);
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return nodeFound;
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}
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void loadSkins(tinygltf::Model& input)
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// @todo: comment
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// @todo: Add link to spec
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void VulkanglTFModel::loadSkins(tinygltf::Model& input)
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{
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skins.resize(input.skins.size());
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// @todo: Helper for getting buffer
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// @todo: comment
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void loadAnimations(tinygltf::Model& input)
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void VulkanglTFModel::loadAnimations(tinygltf::Model& input)
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{
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animations.resize(input.animations.size());
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}
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}
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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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void VulkanglTFModel::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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{
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VulkanglTFModel::Node* node = new VulkanglTFModel::Node{};
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node->parent = parent;
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/*
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glTF vertex skinning functions
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*/
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glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node) {
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glm::mat4 VulkanglTFModel::getNodeMatrix(VulkanglTFModel::Node* node) {
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// Pass the node's matrix via push constanst
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// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
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glm::mat4 nodeMatrix = node->matrix;
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return nodeMatrix;
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}
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glm::mat4 getNodeMatrix2(VulkanglTFModel::Node* node) {
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glm::mat4 VulkanglTFModel::getNodeMatrix2(VulkanglTFModel::Node* node) {
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glm::mat4 m = node->getLocalMatrix();
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VulkanglTFModel::Node* p = node->parent;
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while (p) {
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return m;
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}
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void updateJoints(VulkanglTFModel::Node* node) {
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void VulkanglTFModel::updateJoints(VulkanglTFModel::Node* node) {
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if (node->skin > -1) {
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glm::mat4 m = getNodeMatrix2(node);
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// Update joint matrices
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}
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}
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void updateAnimation(uint32_t index, float time)
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void VulkanglTFModel::updateAnimation(float deltaTime)
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{
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if (index > static_cast<uint32_t>(animations.size()) - 1) {
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std::cout << "No animation with index " << index << std::endl;
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if (activeAnimation> static_cast<uint32_t>(animations.size()) - 1) {
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std::cout << "No animation with index " << activeAnimation << std::endl;
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return;
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}
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Animation& animation = animations[index];
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Animation& animation = animations[activeAnimation];
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animation.currentTime += deltaTime;
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if (animation.currentTime > animation.end) {
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animation.currentTime -= animation.end;
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}
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bool updated = false;
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for (auto& channel : animation.channels) {
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}
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for (size_t i = 0; i < sampler.inputs.size() - 1; i++) {
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if ((time >= sampler.inputs[i]) && (time <= sampler.inputs[i + 1])) {
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float u = std::max(0.0f, time - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]);
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if ((animation.currentTime >= sampler.inputs[i]) && (animation.currentTime <= sampler.inputs[i + 1])) {
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float u = std::max(0.0f, animation.currentTime - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]);
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if (u <= 1.0f) {
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if (channel.path == "translation") {
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glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u);
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*/
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// Draw a single node including child nodes (if present)
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void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node)
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void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node)
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{
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if (node.mesh.primitives.size() > 0) {
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// Pass the node's matrix via push constanst
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}
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// Pass the final matrix to the vertex shader using push constants
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
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// @todo
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if (node.skin > -1) {
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 2, 1, &skins[node.skin].descriptorSet, 0, nullptr);
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} else {
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//@todo...
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}
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// Bind SSBO with skin data for this node to set 1
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &skins[node.skin].descriptorSet, 0, nullptr);
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for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) {
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if (primitive.indexCount > 0) {
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// Get the texture index for this primitive
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VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
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// Bind the descriptor for the current primitive's texture
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
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// Bind the descriptor for the current primitive's texture to set 2
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 2, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
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vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
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}
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}
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}
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// Draw the glTF scene starting at the top-level-nodes
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void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout)
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void VulkanglTFModel::draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout)
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||||
{
|
||||
// All vertices and indices are stored in single buffers, so we only need to bind once
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
|
@ -761,40 +592,14 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class VulkanExample : public VulkanExampleBase
|
||||
{
|
||||
public:
|
||||
bool wireframe = false;
|
||||
float animationTimer = 0.0f;
|
||||
/*
|
||||
|
||||
VulkanglTFModel glTFModel;
|
||||
Vulkan Example class
|
||||
|
||||
struct ShaderData {
|
||||
vks::Buffer buffer;
|
||||
struct Values {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 model;
|
||||
glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, -5.0f, 1.0f);
|
||||
} values;
|
||||
} shaderData;
|
||||
*/
|
||||
|
||||
struct Pipelines {
|
||||
VkPipeline solid;
|
||||
VkPipeline wireframe = VK_NULL_HANDLE;
|
||||
} pipelines;
|
||||
|
||||
VkPipelineLayout pipelineLayout;
|
||||
VkDescriptorSet descriptorSet;
|
||||
|
||||
struct DescriptorSetLayouts {
|
||||
VkDescriptorSetLayout matrices;
|
||||
VkDescriptorSetLayout textures;
|
||||
VkDescriptorSetLayout jointMatrices;
|
||||
} descriptorSetLayouts;
|
||||
|
||||
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||
VulkanExample::VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||
{
|
||||
title = "glTF vertex skinning";
|
||||
camera.type = Camera::CameraType::lookat;
|
||||
|
|
@ -805,7 +610,7 @@ public:
|
|||
settings.overlay = true;
|
||||
}
|
||||
|
||||
~VulkanExample()
|
||||
VulkanExample::~VulkanExample()
|
||||
{
|
||||
// Clean up used Vulkan resources
|
||||
// Note : Inherited destructor cleans up resources stored in base class
|
||||
|
|
@ -821,7 +626,7 @@ public:
|
|||
shaderData.buffer.destroy();
|
||||
}
|
||||
|
||||
virtual void getEnabledFeatures()
|
||||
void VulkanExample::getEnabledFeatures()
|
||||
{
|
||||
// Fill mode non solid is required for wireframe display
|
||||
if (deviceFeatures.fillModeNonSolid) {
|
||||
|
|
@ -829,7 +634,7 @@ public:
|
|||
};
|
||||
}
|
||||
|
||||
void buildCommandBuffers()
|
||||
void VulkanExample::buildCommandBuffers()
|
||||
{
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
||||
|
||||
|
|
@ -867,7 +672,7 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void loadglTFFile(std::string filename)
|
||||
void VulkanExample::loadglTFFile(std::string filename)
|
||||
{
|
||||
tinygltf::Model glTFInput;
|
||||
tinygltf::TinyGLTF gltfContext;
|
||||
|
|
@ -901,8 +706,6 @@ public:
|
|||
glTFModel.loadSkins(glTFInput);
|
||||
glTFModel.loadAnimations(glTFInput);
|
||||
// Calculate initial pose
|
||||
// @todo: Ugly code
|
||||
// @todo: Linear nodes?
|
||||
for (auto node : glTFModel.nodes) {
|
||||
glTFModel.updateJoints(node);
|
||||
}
|
||||
|
|
@ -913,9 +716,6 @@ public:
|
|||
}
|
||||
|
||||
// Create and upload vertex and index buffer
|
||||
// We will be using one single vertex buffer and one single index buffer for the whole glTF scene
|
||||
// Primitives (of the glTF model) will then index into these using index offsets
|
||||
|
||||
size_t vertexBufferSize = vertexBuffer.size() * sizeof(VulkanglTFModel::Vertex);
|
||||
size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
|
||||
glTFModel.indices.count = static_cast<uint32_t>(indexBuffer.size());
|
||||
|
|
@ -972,12 +772,7 @@ public:
|
|||
vkFreeMemory(device, indexStaging.memory, nullptr);
|
||||
}
|
||||
|
||||
void loadAssets()
|
||||
{
|
||||
loadglTFFile(getAssetPath() + "models/CesiumMan/glTF/CesiumMan.gltf");
|
||||
}
|
||||
|
||||
void setupDescriptors()
|
||||
void VulkanExample::setupDescriptors()
|
||||
{
|
||||
/*
|
||||
This sample uses separate descriptor sets (and layouts) for the matrices and materials (textures)
|
||||
|
|
@ -1012,13 +807,13 @@ public:
|
|||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayouts.jointMatrices));
|
||||
|
||||
// The pipeline layout uses three sets:
|
||||
// Set 0 = Scene matrices
|
||||
// Set 1 = Material texture
|
||||
// Set 2 = Joint matrices
|
||||
// Set 0 = Scene matrices (VS)
|
||||
// Set 1 = Joint matrices (VS)
|
||||
// Set 2 = Material texture (FS)
|
||||
std::array<VkDescriptorSetLayout, 3> setLayouts = {
|
||||
descriptorSetLayouts.matrices,
|
||||
descriptorSetLayouts.textures,
|
||||
descriptorSetLayouts.jointMatrices
|
||||
descriptorSetLayouts.jointMatrices,
|
||||
descriptorSetLayouts.textures
|
||||
};
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
|
||||
|
||||
|
|
@ -1035,14 +830,6 @@ public:
|
|||
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &shaderData.buffer.descriptor);
|
||||
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
||||
|
||||
// Descriptor sets for glTF model materials
|
||||
for (auto& image : glTFModel.images) {
|
||||
const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.textures, 1);
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &image.descriptorSet));
|
||||
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(image.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &image.texture.descriptor);
|
||||
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
||||
}
|
||||
|
||||
// Descriptor set for glTF model skin joint matrices
|
||||
for (auto& skin : glTFModel.skins) {
|
||||
const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.jointMatrices, 1);
|
||||
|
|
@ -1050,9 +837,17 @@ public:
|
|||
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(skin.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &skin.ssbo.descriptor);
|
||||
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
||||
}
|
||||
|
||||
// Descriptor sets for glTF model materials
|
||||
for (auto& image : glTFModel.images) {
|
||||
const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.textures, 1);
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &image.descriptorSet));
|
||||
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(image.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &image.texture.descriptor);
|
||||
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
void VulkanExample::preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||
|
|
@ -1109,21 +904,26 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
void VulkanExample::prepareUniformBuffers()
|
||||
{
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &shaderData.buffer, sizeof(shaderData.values)));
|
||||
VK_CHECK_RESULT(shaderData.buffer.map());
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
void VulkanExample::updateUniformBuffers()
|
||||
{
|
||||
shaderData.values.projection = camera.matrices.perspective;
|
||||
shaderData.values.model = camera.matrices.view;
|
||||
memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
void VulkanExample::loadAssets()
|
||||
{
|
||||
loadglTFFile(getAssetPath() + "models/CesiumMan/glTF/CesiumMan.gltf");
|
||||
}
|
||||
|
||||
void VulkanExample::prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
|
|
@ -1134,7 +934,7 @@ public:
|
|||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
void VulkanExample::render()
|
||||
{
|
||||
renderFrame();
|
||||
if (camera.updated) {
|
||||
|
|
@ -1142,17 +942,11 @@ public:
|
|||
}
|
||||
// @todo: poi
|
||||
if (!paused) {
|
||||
if (glTFModel.animations.size() > 0) {
|
||||
animationTimer += frameTimer * 0.75f;
|
||||
if (animationTimer > glTFModel.animations[0].end) {
|
||||
animationTimer -= glTFModel.animations[0].end;
|
||||
}
|
||||
glTFModel.updateAnimation(0, animationTimer);
|
||||
}
|
||||
glTFModel.updateAnimation(frameTimer);
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay* overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->checkBox("Wireframe", &wireframe)) {
|
||||
|
|
@ -1160,6 +954,5 @@ public:
|
|||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
251
examples/gltfskinning/gltfskinning.h
Normal file
251
examples/gltfskinning/gltfskinning.h
Normal file
|
|
@ -0,0 +1,251 @@
|
|||
/*
|
||||
* Vulkan Example - glTF skinned animation
|
||||
*
|
||||
* Copyright (C) 2020 by Sascha Willems - www.saschawillems.de
|
||||
*
|
||||
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
|
||||
*/
|
||||
|
||||
/*
|
||||
* This is based on the glTF scene example and only the parts that show added functionality are commented
|
||||
|
||||
* @todo: Rework comments
|
||||
* Shows how to load and display a simple scene from a glTF file
|
||||
* Note that this isn't a complete glTF loader and only basic functions are shown here
|
||||
* This means no complex materials, no animations, no skins, etc.
|
||||
* For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
|
||||
*
|
||||
* Other samples will load models using a dedicated model loader with more features (see base/VulkanglTFModel.hpp)
|
||||
*
|
||||
* If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
|
||||
*/
|
||||
|
||||
// @todo: add link to https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_020_Skins.md
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#include <vector>
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
#ifdef VK_USE_PLATFORM_ANDROID_KHR
|
||||
#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
|
||||
#endif
|
||||
#include "tiny_gltf.h"
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include "vulkanexamplebase.h"
|
||||
#include "VulkanTexture.hpp"
|
||||
|
||||
#define ENABLE_VALIDATION false
|
||||
|
||||
// Contains everything required to render a glTF model in Vulkan
|
||||
// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
|
||||
class VulkanglTFModel
|
||||
{
|
||||
public:
|
||||
vks::VulkanDevice* vulkanDevice;
|
||||
VkQueue copyQueue;
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 pos;
|
||||
glm::vec3 normal;
|
||||
glm::vec2 uv;
|
||||
glm::vec3 color;
|
||||
// Contains indices of the joints that effect this vertex
|
||||
glm::vec4 jointIndices;
|
||||
// Contains the weights that define how strongly this vertex is affected by above joints
|
||||
glm::vec4 jointWeights;
|
||||
};
|
||||
|
||||
struct {
|
||||
VkBuffer buffer;
|
||||
VkDeviceMemory memory;
|
||||
} vertices;
|
||||
|
||||
struct {
|
||||
int count;
|
||||
VkBuffer buffer;
|
||||
VkDeviceMemory memory;
|
||||
} indices;
|
||||
|
||||
struct Node;
|
||||
|
||||
struct Material {
|
||||
glm::vec4 baseColorFactor = glm::vec4(1.0f);
|
||||
uint32_t baseColorTextureIndex;
|
||||
};
|
||||
|
||||
struct Image {
|
||||
vks::Texture2D texture;
|
||||
VkDescriptorSet descriptorSet;
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
int32_t imageIndex;
|
||||
};
|
||||
|
||||
struct Primitive {
|
||||
uint32_t firstIndex;
|
||||
uint32_t indexCount;
|
||||
int32_t materialIndex;
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
std::vector<Primitive> primitives;
|
||||
};
|
||||
|
||||
struct Node {
|
||||
Node* parent;
|
||||
uint32_t index;
|
||||
std::vector<Node*> children;
|
||||
Mesh mesh;
|
||||
// Matrix components are stored separately as they are affected by animations
|
||||
glm::vec3 translation{};
|
||||
glm::vec3 scale{ 1.0f };
|
||||
glm::quat rotation{};
|
||||
// Index of the skin for this node
|
||||
int32_t skin = -1;
|
||||
glm::mat4 matrix;
|
||||
// Gets the current local matrix based on translation, rotation and scale, which can all be affected by animations
|
||||
glm::mat4 getLocalMatrix();
|
||||
};
|
||||
|
||||
// A skin contains the joints and matrices applied during vertex skinning
|
||||
// @todo: Add link to spec
|
||||
struct Skin {
|
||||
std::string name;
|
||||
Node* skeletonRoot = nullptr;
|
||||
std::vector<glm::mat4> inverseBindMatrices;
|
||||
std::vector<Node*> joints;
|
||||
// POI: Store joint matrices in an SSBO
|
||||
// @todo: proper comment
|
||||
std::vector<glm::mat4> jointMatrices;
|
||||
vks::Buffer ssbo;
|
||||
VkDescriptorSet descriptorSet;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
glTF animation channel
|
||||
// @todo: Comment
|
||||
*/
|
||||
struct AnimationChannel {
|
||||
std::string path;
|
||||
Node* node;
|
||||
uint32_t samplerIndex;
|
||||
};
|
||||
|
||||
/*
|
||||
glTF animation sampler
|
||||
// @todo: Comment
|
||||
*/
|
||||
struct AnimationSampler {
|
||||
std::string interpolation;
|
||||
std::vector<float> inputs;
|
||||
std::vector<glm::vec4> outputsVec4;
|
||||
};
|
||||
|
||||
/*
|
||||
glTF animation
|
||||
// @todo: Comment
|
||||
*/
|
||||
struct Animation {
|
||||
std::string name;
|
||||
std::vector<AnimationSampler> samplers;
|
||||
std::vector<AnimationChannel> channels;
|
||||
float start = std::numeric_limits<float>::max();
|
||||
float end = std::numeric_limits<float>::min();
|
||||
float currentTime = 0.0f;
|
||||
};
|
||||
|
||||
std::vector<Image> images;
|
||||
std::vector<Texture> textures;
|
||||
std::vector<Material> materials;
|
||||
std::vector<Node*> nodes;
|
||||
|
||||
// Store skins and animations
|
||||
std::vector<Skin> skins;
|
||||
std::vector<Animation> animations;
|
||||
|
||||
// POI: @todo: document
|
||||
struct MeshData {
|
||||
glm::mat4 jointMatrix[32]{};
|
||||
};
|
||||
struct ShaderData {
|
||||
vks::Buffer buffer;
|
||||
} shaderData;
|
||||
VkDescriptorSet descriptorSet;
|
||||
std::vector<MeshData> meshdata;
|
||||
|
||||
uint32_t activeAnimation = 0;
|
||||
|
||||
~VulkanglTFModel();
|
||||
void loadImages(tinygltf::Model& input);
|
||||
void loadTextures(tinygltf::Model& input);
|
||||
void loadMaterials(tinygltf::Model& input);
|
||||
Node* findNode(Node* parent, uint32_t index);
|
||||
Node* nodeFromIndex(uint32_t index);
|
||||
void loadSkins(tinygltf::Model& input);
|
||||
void loadAnimations(tinygltf::Model& input);
|
||||
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);
|
||||
glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node);
|
||||
glm::mat4 getNodeMatrix2(VulkanglTFModel::Node* node);
|
||||
void updateJoints(VulkanglTFModel::Node* node);
|
||||
void updateAnimation(float deltaTime);
|
||||
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node);
|
||||
void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
|
||||
};
|
||||
|
||||
class VulkanExample : public VulkanExampleBase
|
||||
{
|
||||
public:
|
||||
bool wireframe = false;
|
||||
|
||||
struct ShaderData {
|
||||
vks::Buffer buffer;
|
||||
struct Values {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 model;
|
||||
glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
|
||||
} values;
|
||||
} shaderData;
|
||||
|
||||
VkPipelineLayout pipelineLayout;
|
||||
struct Pipelines {
|
||||
VkPipeline solid;
|
||||
VkPipeline wireframe = VK_NULL_HANDLE;
|
||||
} pipelines;
|
||||
|
||||
struct DescriptorSetLayouts {
|
||||
VkDescriptorSetLayout matrices;
|
||||
VkDescriptorSetLayout textures;
|
||||
VkDescriptorSetLayout jointMatrices;
|
||||
} descriptorSetLayouts;
|
||||
VkDescriptorSet descriptorSet;
|
||||
|
||||
VulkanglTFModel glTFModel;
|
||||
|
||||
VulkanExample();
|
||||
~VulkanExample();
|
||||
void loadglTFFile(std::string filename);
|
||||
virtual void getEnabledFeatures();
|
||||
void buildCommandBuffers();
|
||||
void loadAssets();
|
||||
void setupDescriptors();
|
||||
void preparePipelines();
|
||||
void prepareUniformBuffers();
|
||||
void updateUniformBuffers();
|
||||
void prepare();
|
||||
virtual void render();
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue