Removed old mesh loader, replaced with new model loader and vertex layout class in all examples (Refs #260)
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35 changed files with 843 additions and 1715 deletions
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@ -21,33 +21,33 @@
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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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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define NUM_LIGHTS 64
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// Vertex layout for this example
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_COLOR,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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struct {
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vkMeshLoader::MeshBuffer scene;
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vkMeshLoader::MeshBuffer transparent;
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} meshes;
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struct {
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vks::Texture2D glass;
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} textures;
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_COLOR,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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});
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struct {
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vks::Model scene;
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vks::Model transparent;
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} models;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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@ -155,8 +155,8 @@ public:
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.transparent, nullptr);
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textures.glass.destroy();
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meshes.scene.destroy();
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meshes.transparent.destroy();
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models.scene.destroy();
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models.transparent.destroy();
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uniformBuffers.GBuffer.destroy();
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uniformBuffers.lights.destroy();
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}
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@ -455,9 +455,9 @@ public:
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.scene.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.scene.indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.scene.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.scene.indexCount, 1, 0, 0, 0);
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// Second sub pass
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// This subpass will use the G-Buffer components that have been filled in the first subpass as input attachment for the final compositing
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@ -474,9 +474,9 @@ public:
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.transparent);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.transparent, 0, 1, &descriptorSets.transparent, 0, NULL);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.transparent.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.transparent.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.transparent.indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.transparent.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.transparent.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.transparent.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -486,8 +486,8 @@ public:
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void loadAssets()
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{
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loadMesh(getAssetPath() + "models/samplebuilding.dae", &meshes.scene, vertexLayout, 1.0f);
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loadMesh(getAssetPath() + "models/samplebuilding_glass.dae", &meshes.transparent, vertexLayout, 1.0f);
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models.scene.loadFromFile(getAssetPath() + "models/samplebuilding.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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models.transparent.loadFromFile(getAssetPath() + "models/samplebuilding_glass.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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textures.glass.loadFromFile(getAssetPath() + "textures/colored_glass_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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}
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@ -497,7 +497,7 @@ public:
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vertices.bindingDescriptions = {
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vkTools::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vkMeshLoader::vertexSize(vertexLayout),
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX),
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};
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