Started working on gltf skinned vertex animation sample
Will replace the old assimp based skeletal animation sample
This commit is contained in:
parent
10a1ecaf7b
commit
988df583c5
4 changed files with 1089 additions and 0 deletions
28
data/shaders/gltfskinning/mesh.frag
Normal file
28
data/shaders/gltfskinning/mesh.frag
Normal file
|
|
@ -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;
|
||||
}
|
||||
55
data/shaders/gltfskinning/mesh.vert
Normal file
55
data/shaders/gltfskinning/mesh.vert
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
#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;
|
||||
}
|
||||
|
|
@ -65,6 +65,7 @@ set(EXAMPLES
|
|||
gears
|
||||
geometryshader
|
||||
gltfscene
|
||||
gltfskinning
|
||||
hdr
|
||||
imgui
|
||||
indirectdraw
|
||||
|
|
|
|||
1005
examples/gltfskinning/gltfskinning.cpp
Normal file
1005
examples/gltfskinning/gltfskinning.cpp
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue