Started working on gltf skinned vertex animation sample

Will replace the old assimp based skeletal animation sample
This commit is contained in:
Sascha Willems 2020-05-10 20:05:05 +02:00
parent 10a1ecaf7b
commit 988df583c5
4 changed files with 1089 additions and 0 deletions

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@ -0,0 +1,28 @@
#version 450
layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in vec4 inColVis;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
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);
// outFragColor = inColVis;
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (location = 4) in vec4 inJointIndices;
layout (location = 5) in vec4 inJointWeights;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
vec4 lightPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
layout(std430, set = 2, binding = 0) readonly buffer JointMatrices {
mat4 jointMatrices[];
};
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out vec4 outColVis;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
// Calculated skinned matrix from vertice's weights and joint indices
mat4 skinMat =
inJointWeights.x * jointMatrices[int(inJointIndices.x)] +
inJointWeights.y * jointMatrices[int(inJointIndices.y)] +
inJointWeights.z * jointMatrices[int(inJointIndices.z)] +
inJointWeights.w * jointMatrices[int(inJointIndices.w)];
gl_Position = uboScene.projection * uboScene.view * primitive.model * skinMat * vec4(inPos.xyz, 1.0);
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;
outColVis = inJointWeights;
}

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@ -65,6 +65,7 @@ set(EXAMPLES
gears
geometryshader
gltfscene
gltfskinning
hdr
imgui
indirectdraw

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