MeshLoader store per-mesh descriptor in buffer for app use, refactoring
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78fc9be5a4
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2 changed files with 184 additions and 290 deletions
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@ -31,6 +31,7 @@
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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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#include "vulkandevice.hpp"
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@ -58,15 +59,25 @@ namespace vkMeshLoader
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size_t size = 0;
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};
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/** @brief Stores a mesh's vertex and index descriptions */
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struct MeshDescriptor
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{
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uint32_t vertexCount;
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uint32_t indexBase;
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uint32_t indexCount;
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};
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/** @brief Mesh representation storing all data required to generate buffers */
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struct MeshBuffer
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{
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std::vector<MeshDescriptor> meshDescriptors;
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MeshBufferInfo vertices;
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MeshBufferInfo indices;
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uint32_t indexCount;
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glm::vec3 dim;
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};
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// Used to set parameters upon mesh creation
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/** @brief Holds parameters for mesh creation */
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struct MeshCreateInfo
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{
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glm::vec3 center;
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@ -74,7 +85,13 @@ namespace vkMeshLoader
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glm::vec2 uvscale;
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};
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// Get vertex size from vertex layout
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/**
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* Get the size of a vertex layout
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*
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* @param layout VertexLayout to get the size for
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*
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* @return Size of the vertex layout in bytes
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*/
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static uint32_t vertexSize(std::vector<vkMeshLoader::VertexLayout> layout)
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{
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uint32_t vSize = 0;
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@ -93,8 +110,16 @@ namespace vkMeshLoader
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return vSize;
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}
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// Generate vertex attribute descriptions for a layout at the given binding point
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// Note: Always assumes float formats
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/**
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* Generate vertex attribute descriptions for a layout at the given binding point
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*
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* @param layout VertexLayout from which to generate the descriptions
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* @param attributeDescriptions Refernce to a vector of the descriptions to generate
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* @param binding Index of the attribute description binding point
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*
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* @note Always assumes float formats
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*/
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static void getVertexInputAttributeDescriptions(std::vector<vkMeshLoader::VertexLayout> layout, std::vector<VkVertexInputAttributeDescription> &attributeDescriptions, uint32_t binding)
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{
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uint32_t offset = 0;
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@ -208,6 +233,8 @@ class VulkanMeshLoader
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private:
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vk::VulkanDevice *vulkanDevice;
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static const int defaultFlags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;
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struct Vertex
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{
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glm::vec3 m_pos;
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@ -254,48 +281,39 @@ public:
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uint32_t numVertices = 0;
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// Optional
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struct
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{
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VkBuffer buf;
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VkDeviceMemory mem;
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} vertexBuffer;
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struct {
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VkBuffer buf;
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VkDeviceMemory mem;
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uint32_t count;
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} indexBuffer;
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VkPipelineVertexInputStateCreateInfo vi;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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VkPipeline pipeline;
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Assimp::Importer Importer;
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const aiScene* pScene;
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/**
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* Default constructor
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*
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* @param vulkanDevice Pointer to a valid VulkanDevice
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*/
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VulkanMeshLoader(vk::VulkanDevice *vulkanDevice)
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{
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assert(vulkanDevice != nullptr);
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this->vulkanDevice = vulkanDevice;
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}
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/**
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* Default destructor
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*
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* @note Does not free any Vulkan resources
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*/
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~VulkanMeshLoader()
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{
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m_Entries.clear();
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}
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// Loads the mesh with some default flags
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bool LoadMesh(const std::string& filename)
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{
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int flags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;
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return LoadMesh(filename, flags);
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}
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// Load the mesh with custom flags
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bool LoadMesh(const std::string& filename, int flags)
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/**
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* Load a scene from a supported 3D file format
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*
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* @param filename Name of the file (or asset) to load
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* @param flags (Optional) Set of ASSIMP processing flags
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*
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* @return Returns true if the scene has been loaded
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*/
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bool LoadMesh(const std::string& filename, int flags = defaultFlags)
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{
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#if defined(__ANDROID__)
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// Meshes are stored inside the apk on Android (compressed)
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@ -320,7 +338,17 @@ public:
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if (pScene)
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{
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return InitFromScene(pScene, filename);
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m_Entries.clear();
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m_Entries.resize(pScene->mNumMeshes);
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// Read in all meshes in the scene
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for (auto i = 0; i < m_Entries.size(); i++)
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{
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m_Entries[i].vertexBase = numVertices;
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numVertices += pScene->mMeshes[i]->mNumVertices;
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const aiMesh* paiMesh = pScene->mMeshes[i];
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InitMesh(&m_Entries[i], paiMesh, pScene);
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}
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return true;
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}
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else
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{
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@ -332,58 +360,39 @@ public:
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}
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}
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bool InitFromScene(const aiScene* pScene, const std::string& Filename)
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/**
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* Read mesh data from ASSIMP mesh to an internal mesh representation that can be used to generate Vulkan buffers
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*
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* @param meshEntry Pointer to the target MeshEntry strucutre for the mesh data
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* @param paiMesh ASSIMP mesh to get the data from
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* @param pScene Scene file of the ASSIMP mesh
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*/
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void InitMesh(MeshEntry *meshEntry, const aiMesh* paiMesh, const aiScene* pScene)
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{
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m_Entries.resize(pScene->mNumMeshes);
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// Counters
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for (unsigned int i = 0; i < m_Entries.size(); i++)
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{
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m_Entries[i].vertexBase = numVertices;
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numVertices += pScene->mMeshes[i]->mNumVertices;
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}
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// Initialize the meshes in the scene one by one
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for (unsigned int i = 0; i < m_Entries.size(); i++)
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{
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const aiMesh* paiMesh = pScene->mMeshes[i];
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InitMesh(i, paiMesh, pScene);
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}
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return true;
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}
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void InitMesh(unsigned int index, const aiMesh* paiMesh, const aiScene* pScene)
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{
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m_Entries[index].MaterialIndex = paiMesh->mMaterialIndex;
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meshEntry->MaterialIndex = paiMesh->mMaterialIndex;
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aiColor3D pColor(0.f, 0.f, 0.f);
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pScene->mMaterials[paiMesh->mMaterialIndex]->Get(AI_MATKEY_COLOR_DIFFUSE, pColor);
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aiVector3D Zero3D(0.0f, 0.0f, 0.0f);
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for (unsigned int i = 0; i < paiMesh->mNumVertices; i++) {
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for (unsigned int i = 0; i < paiMesh->mNumVertices; i++)
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{
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aiVector3D* pPos = &(paiMesh->mVertices[i]);
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aiVector3D* pNormal = &(paiMesh->mNormals[i]);
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aiVector3D *pTexCoord;
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if (paiMesh->HasTextureCoords(0))
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{
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pTexCoord = &(paiMesh->mTextureCoords[0][i]);
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}
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else {
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pTexCoord = &Zero3D;
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}
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aiVector3D* pTexCoord = (paiMesh->HasTextureCoords(0)) ? &(paiMesh->mTextureCoords[0][i]) : &Zero3D;
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aiVector3D* pTangent = (paiMesh->HasTangentsAndBitangents()) ? &(paiMesh->mTangents[i]) : &Zero3D;
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aiVector3D* pBiTangent = (paiMesh->HasTangentsAndBitangents()) ? &(paiMesh->mBitangents[i]) : &Zero3D;
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Vertex v(glm::vec3(pPos->x, -pPos->y, pPos->z),
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Vertex v(
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glm::vec3(pPos->x, -pPos->y, pPos->z),
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glm::vec2(pTexCoord->x , pTexCoord->y),
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glm::vec3(pNormal->x, pNormal->y, pNormal->z),
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glm::vec3(pTangent->x, pTangent->y, pTangent->z),
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glm::vec3(pBiTangent->x, pBiTangent->y, pBiTangent->z),
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glm::vec3(pColor.r, pColor.g, pColor.b)
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);
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dim.max.x = fmax(pPos->x, dim.max.x);
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dim.max.y = fmax(pPos->y, dim.max.y);
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dim.max.z = fmax(pPos->z, dim.max.z);
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@ -392,39 +401,28 @@ public:
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dim.min.y = fmin(pPos->y, dim.min.y);
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dim.min.z = fmin(pPos->z, dim.min.z);
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m_Entries[index].Vertices.push_back(v);
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meshEntry->Vertices.push_back(v);
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}
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dim.size = dim.max - dim.min;
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for (unsigned int i = 0; i < paiMesh->mNumFaces; i++)
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uint32_t indexBase = static_cast<uint32_t>(meshEntry->Indices.size());
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for (unsigned int i = 0; i < paiMesh->mNumFaces; i++)
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{
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const aiFace& Face = paiMesh->mFaces[i];
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if (Face.mNumIndices != 3)
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continue;
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m_Entries[index].Indices.push_back(Face.mIndices[0]);
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m_Entries[index].Indices.push_back(Face.mIndices[1]);
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m_Entries[index].Indices.push_back(Face.mIndices[2]);
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meshEntry->Indices.push_back(indexBase + Face.mIndices[0]);
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meshEntry->Indices.push_back(indexBase + Face.mIndices[1]);
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meshEntry->Indices.push_back(indexBase + Face.mIndices[2]);
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}
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}
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/**
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* Free up all Vulkan resources used by a mesh
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*/
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static void freeVulkanResources(VkDevice device, VulkanMeshLoader *mesh)
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{
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vkDestroyBuffer(device, mesh->vertexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->vertexBuffer.mem, nullptr);
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vkDestroyBuffer(device, mesh->indexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->indexBuffer.mem, nullptr);
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}
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// Create vertex and index buffer with given layout
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// Note : Only does staging if a valid command buffer and transfer queue are passed
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/**
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* Create Vulkan buffers for the index and vertex buffer using a vertex layout
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*
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* @note Only does staging if a valid command buffer and transfer queue are passed
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*
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* @param meshBuffer Pointer to the mesh buffer containing buffer handles and memory
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* @param layout Vertex layout for the vertex buffer
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* @param createInfo Structure containing information for mesh creation time (center, scaling, etc.)
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@ -529,15 +527,19 @@ public:
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < m_Entries.size(); m++)
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{
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uint32_t indexBase = (uint32_t)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 < m_Entries[m].Indices.size(); i++)
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{
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indexBuffer.push_back(m_Entries[m].Indices[i] + indexBase);
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}
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vkMeshLoader::MeshDescriptor descriptor{};
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descriptor.indexBase = indexBase;
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descriptor.indexCount = static_cast<uint32_t>(m_Entries[m].Indices.size());
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descriptor.vertexCount = static_cast<uint32_t>(m_Entries[m].Vertices.size());
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meshBuffer->meshDescriptors.push_back(descriptor);
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}
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meshBuffer->indices.size = indexBuffer.size() * sizeof(uint32_t);
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meshBuffer->indexCount = (uint32_t)indexBuffer.size();
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meshBuffer->indexCount = static_cast<uint32_t>(indexBuffer.size());
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// Use staging buffer to move vertex and index buffer to device local memory
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if (useStaging && copyQueue != VK_NULL_HANDLE && copyCmd != VK_NULL_HANDLE)
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@ -32,22 +32,38 @@ class VulkanExample : public VulkanExampleBase
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{
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public:
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struct DemoMesh
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{
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vk::Buffer vertexBuffer;
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vk::Buffer indexBuffer;
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uint32_t indexCount;
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VkPipeline *pipeline;
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void draw(VkCommandBuffer cmdBuffer)
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{
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline);
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vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(cmdBuffer, indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(cmdBuffer, indexCount, 1, 0, 0, 0);
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}
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};
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struct DemoMeshes
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{
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std::vector<std::string> names{ "logos", "background", "models", "skybox" };
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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VkPipeline pipeline;
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VulkanMeshLoader* logos;
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VulkanMeshLoader* background;
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VulkanMeshLoader* models;
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VulkanMeshLoader* skybox;
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DemoMesh logos;
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DemoMesh background;
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DemoMesh models;
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DemoMesh skybox;
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} demoMeshes;
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std::vector<VulkanMeshLoader*> meshes;
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std::vector<DemoMesh> meshes;
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struct {
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vkTools::UniformData meshVS;
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vk::Buffer meshVS;
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} uniformData;
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struct {
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkTools::destroyUniformData(device, &uniformData.meshVS);
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uniformData.meshVS.destroy();
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for (auto& mesh : meshes)
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for (auto mesh : meshes)
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{
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vkDestroyBuffer(device, mesh->vertexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->vertexBuffer.mem, nullptr);
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vkDestroyBuffer(device, mesh->indexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->indexBuffer.mem, nullptr);
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mesh.vertexBuffer.destroy();
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mesh.indexBuffer.destroy();
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}
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textureLoader->destroyTexture(textures.skybox);
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delete(demoMeshes.logos);
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delete(demoMeshes.background);
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delete(demoMeshes.models);
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delete(demoMeshes.skybox);
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}
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void loadTextures()
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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for (auto& mesh : meshes)
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for (auto mesh : meshes)
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{
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, mesh->pipeline);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh->vertexBuffer.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh->indexBuffer.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh->indexBuffer.count, 1, 0, 0, 0);
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mesh.draw(drawCmdBuffers[i]);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -174,154 +179,111 @@ public:
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void prepareVertices()
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{
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struct Vertex {
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struct Vertex
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{
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float pos[3];
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float normal[3];
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float uv[2];
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float color[3];
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};
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// Load meshes for demos scene
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demoMeshes.logos = new VulkanMeshLoader(vulkanDevice);
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demoMeshes.background = new VulkanMeshLoader(vulkanDevice);
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demoMeshes.models = new VulkanMeshLoader(vulkanDevice);
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demoMeshes.skybox = new VulkanMeshLoader(vulkanDevice);
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#if defined(__ANDROID__)
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demoMeshes.logos->assetManager = androidApp->activity->assetManager;
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demoMeshes.background->assetManager = androidApp->activity->assetManager;
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demoMeshes.models->assetManager = androidApp->activity->assetManager;
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demoMeshes.skybox->assetManager = androidApp->activity->assetManager;
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#endif
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demoMeshes.logos->LoadMesh(getAssetPath() + "models/vulkanscenelogos.dae");
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demoMeshes.background->LoadMesh(getAssetPath() + "models/vulkanscenebackground.dae");
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demoMeshes.models->LoadMesh(getAssetPath() + "models/vulkanscenemodels.dae");
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demoMeshes.skybox->LoadMesh(getAssetPath() + "models/cube.obj");
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std::vector<VulkanMeshLoader*> meshList;
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meshList.push_back(demoMeshes.skybox); // skybox first because of depth writes
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meshList.push_back(demoMeshes.logos);
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meshList.push_back(demoMeshes.background);
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meshList.push_back(demoMeshes.models);
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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std::vector<std::string> meshFiles = { "vulkanscenelogos.dae", "vulkanscenebackground.dae", "vulkanscenemodels.dae", "cube.obj" };
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std::vector<VkPipeline*> meshPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox};
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// todo : Use mesh function for loading
|
||||
float scale = 1.0f;
|
||||
for (auto& mesh : meshList)
|
||||
for (auto i = 0; i < meshFiles.size(); i++)
|
||||
{
|
||||
VulkanMeshLoader scene(vulkanDevice);
|
||||
|
||||
#if defined(__ANDROID__)
|
||||
scene.assetManager = androidApp->activity->assetManager;
|
||||
#endif
|
||||
scene.LoadMesh(getAssetPath() + "models/" + meshFiles[i]);
|
||||
|
||||
// Generate vertex buffer (pos, normal, uv, color)
|
||||
std::vector<Vertex> vertexBuffer;
|
||||
for (size_t m = 0; m < mesh->m_Entries.size(); m++)
|
||||
glm::vec3 offset(0.0f);
|
||||
// Offset on Y (except skypbox)
|
||||
if (meshFiles[i] != "cube.obj")
|
||||
{
|
||||
for (size_t i = 0; i < mesh->m_Entries[m].Vertices.size(); i++) {
|
||||
glm::vec3 pos = mesh->m_Entries[m].Vertices[i].m_pos * scale;
|
||||
glm::vec3 normal = mesh->m_Entries[m].Vertices[i].m_normal;
|
||||
glm::vec2 uv = mesh->m_Entries[m].Vertices[i].m_tex;
|
||||
glm::vec3 col = mesh->m_Entries[m].Vertices[i].m_color;
|
||||
Vertex vert = {
|
||||
offset.y += 1.15f;
|
||||
}
|
||||
for (size_t m = 0; m < scene.m_Entries.size(); m++)
|
||||
{
|
||||
for (size_t v = 0; v < scene.m_Entries[m].Vertices.size(); v++)
|
||||
{
|
||||
glm::vec3 pos = (scene.m_Entries[m].Vertices[v].m_pos + offset) * scale;
|
||||
glm::vec3 normal = scene.m_Entries[m].Vertices[v].m_normal;
|
||||
glm::vec2 uv = scene.m_Entries[m].Vertices[v].m_tex;
|
||||
glm::vec3 col = scene.m_Entries[m].Vertices[v].m_color;
|
||||
Vertex vert =
|
||||
{
|
||||
{ pos.x, pos.y, pos.z },
|
||||
{ normal.x, -normal.y, normal.z },
|
||||
{ uv.s, uv.t },
|
||||
{ col.r, col.g, col.b }
|
||||
};
|
||||
|
||||
// Offset skybox mesh
|
||||
// todo : center before export
|
||||
if (mesh != demoMeshes.skybox)
|
||||
{
|
||||
vert.pos[1] += 1.15f;
|
||||
}
|
||||
|
||||
vertexBuffer.push_back(vert);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint32_t> indexBuffer;
|
||||
for (size_t m = 0; m < mesh->m_Entries.size(); m++)
|
||||
for (size_t m = 0; m < scene.m_Entries.size(); m++)
|
||||
{
|
||||
int indexBase = indexBuffer.size();
|
||||
for (size_t i = 0; i < mesh->m_Entries[m].Indices.size(); i++) {
|
||||
indexBuffer.push_back(mesh->m_Entries[m].Indices[i] + indexBase);
|
||||
for (size_t i = 0; i < scene.m_Entries[m].Indices.size(); i++) {
|
||||
indexBuffer.push_back(scene.m_Entries[m].Indices[i] + indexBase);
|
||||
}
|
||||
}
|
||||
mesh->indexBuffer.count = static_cast<uint32_t>(indexBuffer.size());
|
||||
|
||||
DemoMesh mesh;
|
||||
|
||||
mesh.indexCount = static_cast<uint32_t>(indexBuffer.size());
|
||||
mesh.pipeline = meshPipelines[i];
|
||||
|
||||
uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex);
|
||||
uint32_t indexBufferSize = static_cast<uint32_t>(indexBuffer.size()) * sizeof(uint32_t);
|
||||
|
||||
struct {
|
||||
VkBuffer buffer;
|
||||
VkDeviceMemory memory;
|
||||
} vertexStaging, indexStaging;
|
||||
vk::Buffer vertexStaging, indexStaging;
|
||||
|
||||
// Create staging buffers
|
||||
// Vertex data
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&vertexStaging,
|
||||
vertexBufferSize,
|
||||
vertexBuffer.data(),
|
||||
&vertexStaging.buffer,
|
||||
&vertexStaging.memory);
|
||||
vertexBuffer.data());
|
||||
// Index data
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&indexStaging,
|
||||
indexBufferSize,
|
||||
indexBuffer.data(),
|
||||
&indexStaging.buffer,
|
||||
&indexStaging.memory);
|
||||
indexBuffer.data());
|
||||
|
||||
// Create device local buffers
|
||||
// Vertex buffer
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
||||
vertexBufferSize,
|
||||
nullptr,
|
||||
&mesh->vertexBuffer.buf,
|
||||
&mesh->vertexBuffer.mem);
|
||||
&mesh.vertexBuffer,
|
||||
vertexBufferSize);
|
||||
// Index buffer
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
||||
indexBufferSize,
|
||||
nullptr,
|
||||
&mesh->indexBuffer.buf,
|
||||
&mesh->indexBuffer.mem);
|
||||
&mesh.indexBuffer,
|
||||
indexBufferSize);
|
||||
|
||||
// Copy from staging buffers
|
||||
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
||||
vulkanDevice->copyBuffer(&vertexStaging, &mesh.vertexBuffer, queue);
|
||||
vulkanDevice->copyBuffer(&indexStaging, &mesh.indexBuffer, queue);
|
||||
|
||||
VkBufferCopy copyRegion = {};
|
||||
|
||||
copyRegion.size = vertexBufferSize;
|
||||
vkCmdCopyBuffer(
|
||||
copyCmd,
|
||||
vertexStaging.buffer,
|
||||
mesh->vertexBuffer.buf,
|
||||
1,
|
||||
©Region);
|
||||
|
||||
copyRegion.size = indexBufferSize;
|
||||
vkCmdCopyBuffer(
|
||||
copyCmd,
|
||||
indexStaging.buffer,
|
||||
mesh->indexBuffer.buf,
|
||||
1,
|
||||
©Region);
|
||||
|
||||
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
|
||||
|
||||
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
|
||||
vkFreeMemory(device, vertexStaging.memory, nullptr);
|
||||
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
|
||||
vkFreeMemory(device, indexStaging.memory, nullptr);
|
||||
|
||||
// todo : staging
|
||||
vertexStaging.destroy();
|
||||
indexStaging.destroy();
|
||||
|
||||
meshes.push_back(mesh);
|
||||
}
|
||||
|
|
@ -342,28 +304,28 @@ public:
|
|||
VERTEX_BUFFER_BIND_ID,
|
||||
0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
0);
|
||||
offsetof(Vertex, pos));
|
||||
// Location 1 : Normal
|
||||
demoMeshes.attributeDescriptions[1] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
1,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 3);
|
||||
offsetof(Vertex, normal));
|
||||
// Location 2 : Texture coordinates
|
||||
demoMeshes.attributeDescriptions[2] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32_SFLOAT,
|
||||
sizeof(float) * 6);
|
||||
offsetof(Vertex, uv));
|
||||
// Location 3 : Color
|
||||
demoMeshes.attributeDescriptions[3] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
3,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 8);
|
||||
offsetof(Vertex, color));
|
||||
|
||||
demoMeshes.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
demoMeshes.inputState.vertexBindingDescriptionCount = demoMeshes.bindingDescriptions.size();
|
||||
|
|
@ -542,26 +504,16 @@ public:
|
|||
shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
|
||||
|
||||
// Assign pipelines
|
||||
demoMeshes.logos->pipeline = pipelines.logos;
|
||||
demoMeshes.models->pipeline = pipelines.models;
|
||||
demoMeshes.background->pipeline = pipelines.models;
|
||||
demoMeshes.skybox->pipeline = pipelines.skybox;
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Vertex shader uniform buffer block
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
sizeof(uboVS),
|
||||
&uboVS,
|
||||
&uniformData.meshVS.buffer,
|
||||
&uniformData.meshVS.memory,
|
||||
&uniformData.meshVS.descriptor);
|
||||
&uniformData.meshVS,
|
||||
sizeof(uboVS));
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
|
@ -585,10 +537,9 @@ public:
|
|||
|
||||
uboVS.lightPos = lightPos;
|
||||
|
||||
uint8_t *pData;
|
||||
VK_CHECK_RESULT(vkMapMemory(device, uniformData.meshVS.memory, 0, sizeof(uboVS), 0, (void **)&pData));
|
||||
memcpy(pData, &uboVS, sizeof(uboVS));
|
||||
vkUnmapMemory(device, uniformData.meshVS.memory);
|
||||
VK_CHECK_RESULT(uniformData.meshVS.map());
|
||||
memcpy(uniformData.meshVS.mapped, &uboVS, sizeof(uboVS));
|
||||
uniformData.meshVS.unmap();
|
||||
}
|
||||
|
||||
void draw()
|
||||
|
|
@ -630,63 +581,4 @@ public:
|
|||
|
||||
};
|
||||
|
||||
VulkanExample *vulkanExample;
|
||||
|
||||
#if defined(_WIN32)
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
||||
}
|
||||
#elif defined(__linux__) && !defined(__ANDROID__)
|
||||
static void handleEvent(const xcb_generic_event_t *event)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleEvent(event);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Main entry point
|
||||
#if defined(_WIN32)
|
||||
// Windows entry point
|
||||
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
||||
#elif defined(__ANDROID__)
|
||||
// Android entry point
|
||||
void android_main(android_app* state)
|
||||
#elif defined(__linux__)
|
||||
// Linux entry point
|
||||
int main(const int argc, const char *argv[])
|
||||
#endif
|
||||
{
|
||||
#if defined(__ANDROID__)
|
||||
// Removing this may cause the compiler to omit the main entry point
|
||||
// which would make the application crash at start
|
||||
app_dummy();
|
||||
#endif
|
||||
vulkanExample = new VulkanExample();
|
||||
#if defined(_WIN32)
|
||||
vulkanExample->setupWindow(hInstance, WndProc);
|
||||
#elif defined(__ANDROID__)
|
||||
// Attach vulkan example to global android application state
|
||||
state->userData = vulkanExample;
|
||||
state->onAppCmd = VulkanExample::handleAppCommand;
|
||||
state->onInputEvent = VulkanExample::handleAppInput;
|
||||
vulkanExample->androidApp = state;
|
||||
#elif defined(__linux__)
|
||||
vulkanExample->setupWindow();
|
||||
#endif
|
||||
#if !defined(__ANDROID__)
|
||||
vulkanExample->initSwapchain();
|
||||
vulkanExample->prepare();
|
||||
#endif
|
||||
vulkanExample->renderLoop();
|
||||
delete(vulkanExample);
|
||||
#if !defined(__ANDROID__)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue