Calculate matrices from node-hierarchy and pass via push constant

This commit is contained in:
Sascha Willems 2020-04-13 16:26:40 +02:00
parent 6c43ab37ff
commit 579c7d086f
5 changed files with 31 additions and 18 deletions

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@ -18,7 +18,7 @@ void main()
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 diffuse = max(dot(N, L), 0.15) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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@ -5,12 +5,16 @@ layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 model;
mat4 view;
vec4 lightPos;
} ubo;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
@ -18,21 +22,16 @@ layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
vec4 pos = uboScene.view * vec4(inPos, 1.0);
outNormal = mat3(uboScene.view) * inNormal;
vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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@ -9,7 +9,7 @@
/*
* Shows how to load and display a simple mesh from a glTF file
* Note that this isn't a complete glTF loader and only basic functions are shown here
* This means only linear nodes (no parent<->child tree), no animations, no skins, etc.
* 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)
@ -203,7 +203,7 @@ public:
node.matrix *= glm::mat4(q);
}
if (inputNode.scale.size() == 3) {
node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
}
if (inputNode.matrix.size() == 16) {
node.matrix = glm::make_mat4x4(inputNode.matrix.data());
@ -261,8 +261,6 @@ public:
vert.normal = glm::normalize(glm::vec3(normalsBuffer ? glm::make_vec3(&normalsBuffer[v * 3]) : glm::vec3(0.0f)));
vert.uv = texCoordsBuffer ? glm::make_vec2(&texCoordsBuffer[v * 2]) : glm::vec3(0.0f);
vert.color = glm::vec3(1.0f);
// Flip Y-Axis
vert.pos.y *= -1.0f;
vertexBuffer.push_back(vert);
}
}
@ -329,10 +327,21 @@ public:
void drawglTFNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node)
{
if (node.mesh.primitives.size() > 0) {
// Pass the node's matrix via push constanst
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
glm::mat4 nodeMatrix = node.matrix;
VulkanglTFModel::Node* currentParent = node.parent;
while (currentParent) {
nodeMatrix = currentParent->matrix * nodeMatrix;
currentParent = currentParent->parent;
}
// Pass the final matrix to the vertex shader using push constants
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) {
if (primitive.indexCount > 0) {
// Get the texture index for this primitive
VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
// Bind the descriptor for the current primitive's texture
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
}
@ -392,6 +401,7 @@ public:
{
title = "glTF model rendering";
camera.type = Camera::CameraType::lookat;
camera.flipY = true;
camera.movementSpeed = 2.5f;
camera.rotationSpeed = 0.5f;
camera.setPosition(glm::vec3(0.1f, 1.1f, -20.0f));
@ -507,7 +517,6 @@ public:
}
}
else {
// TODO: throw
std::cerr << "Could not load gltf file: " << error << std::endl;
return;
}
@ -616,6 +625,11 @@ public:
// Pipeline layout using both descriptor sets (set 0 = matrices, set 1 = material)
std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayouts.matrices, descriptorSetLayouts.textures };
VkPipelineLayoutCreateInfo pipelineLayoutCI= vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
// We will use push constants to push the local matrices of a primitive to the vertex shader
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
// Push constant ranges are part of the pipeline layout
pipelineLayoutCI.pushConstantRangeCount = 1;
pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
// Descriptor set for scene matrices