diff --git a/examples/gltfskinning/gltfskinning.cpp b/examples/gltfskinning/gltfskinning.cpp index 19f9908e..08bf9a1b 100644 --- a/examples/gltfskinning/gltfskinning.cpp +++ b/examples/gltfskinning/gltfskinning.cpp @@ -17,7 +17,7 @@ #include "gltfskinning.h" - /* +/* glTF model class @@ -26,11 +26,12 @@ */ - /* +/* Get a node's local matrix from the current translation, rotation and scale values These are calculated from the current animation an need to be calculated dynamically */ -glm::mat4 VulkanglTFModel::Node::getLocalMatrix() { +glm::mat4 VulkanglTFModel::Node::getLocalMatrix() +{ return glm::translate(glm::mat4(1.0f), translation) * glm::mat4(rotation) * glm::scale(glm::mat4(1.0f), scale) * matrix; } @@ -43,7 +44,8 @@ VulkanglTFModel::~VulkanglTFModel() vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr); vkDestroyBuffer(vulkanDevice->logicalDevice, indices.buffer, nullptr); vkFreeMemory(vulkanDevice->logicalDevice, indices.memory, nullptr); - for (Image image : images) { + for (Image image : images) + { vkDestroyImageView(vulkanDevice->logicalDevice, image.texture.view, nullptr); vkDestroyImage(vulkanDevice->logicalDevice, image.texture.image, nullptr); vkDestroySampler(vulkanDevice->logicalDevice, image.texture.sampler, nullptr); @@ -57,62 +59,71 @@ VulkanglTFModel::~VulkanglTFModel() The following functions take a glTF input model loaded via tinyglTF and converts all required data into our own structures */ -void VulkanglTFModel::loadImages(tinygltf::Model& input) +void VulkanglTFModel::loadImages(tinygltf::Model &input) { // Images can be stored inside the glTF (which is the case for the sample model), so instead of directly // loading them from disk, we fetch them from the glTF loader and upload the buffers images.resize(input.images.size()); - for (size_t i = 0; i < input.images.size(); i++) { - tinygltf::Image& glTFImage = input.images[i]; + for (size_t i = 0; i < input.images.size(); i++) + { + tinygltf::Image &glTFImage = input.images[i]; // Get the image data from the glTF loader - unsigned char* buffer = nullptr; - VkDeviceSize bufferSize = 0; - bool deleteBuffer = false; + unsigned char *buffer = nullptr; + VkDeviceSize bufferSize = 0; + bool deleteBuffer = false; // We convert RGB-only images to RGBA, as most devices don't support RGB-formats in Vulkan - if (glTFImage.component == 3) { - bufferSize = glTFImage.width * glTFImage.height * 4; - buffer = new unsigned char[bufferSize]; - unsigned char* rgba = buffer; - unsigned char* rgb = &glTFImage.image[0]; - for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) { + if (glTFImage.component == 3) + { + bufferSize = glTFImage.width * glTFImage.height * 4; + buffer = new unsigned char[bufferSize]; + unsigned char *rgba = buffer; + unsigned char *rgb = &glTFImage.image[0]; + for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) + { memcpy(rgba, rgb, sizeof(unsigned char) * 3); rgba += 4; rgb += 3; } deleteBuffer = true; } - else { - buffer = &glTFImage.image[0]; + else + { + buffer = &glTFImage.image[0]; bufferSize = glTFImage.image.size(); } // Load texture from image buffer images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, copyQueue); - if (deleteBuffer) { + if (deleteBuffer) + { delete[] buffer; } } } -void VulkanglTFModel::loadTextures(tinygltf::Model& input) +void VulkanglTFModel::loadTextures(tinygltf::Model &input) { textures.resize(input.textures.size()); - for (size_t i = 0; i < input.textures.size(); i++) { + for (size_t i = 0; i < input.textures.size(); i++) + { textures[i].imageIndex = input.textures[i].source; } } -void VulkanglTFModel::loadMaterials(tinygltf::Model& input) +void VulkanglTFModel::loadMaterials(tinygltf::Model &input) { materials.resize(input.materials.size()); - for (size_t i = 0; i < input.materials.size(); i++) { + for (size_t i = 0; i < input.materials.size(); i++) + { // We only read the most basic properties required for our sample tinygltf::Material glTFMaterial = input.materials[i]; // Get the base color factor - if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) { + if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) + { materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data()); } // Get base color texture index - if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) { + if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) + { materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex(); } } @@ -120,25 +131,32 @@ void VulkanglTFModel::loadMaterials(tinygltf::Model& input) // Helper functions for locating glTF nodes -VulkanglTFModel::Node* VulkanglTFModel::findNode(Node* parent, uint32_t index) { - Node* nodeFound = nullptr; - if (parent->index == index) { +VulkanglTFModel::Node *VulkanglTFModel::findNode(Node *parent, uint32_t index) +{ + Node *nodeFound = nullptr; + if (parent->index == index) + { return parent; } - for (auto& child : parent->children) { + for (auto &child : parent->children) + { nodeFound = findNode(child, index); - if (nodeFound) { + if (nodeFound) + { break; } } return nodeFound; } -VulkanglTFModel::Node* VulkanglTFModel::nodeFromIndex(uint32_t index) { - Node* nodeFound = nullptr; - for (auto& node : nodes) { +VulkanglTFModel::Node *VulkanglTFModel::nodeFromIndex(uint32_t index) +{ + Node *nodeFound = nullptr; + for (auto &node : nodes) + { nodeFound = findNode(node, index); - if (nodeFound) { + if (nodeFound) + { break; } } @@ -146,11 +164,12 @@ VulkanglTFModel::Node* VulkanglTFModel::nodeFromIndex(uint32_t index) { } // POI: Load the skins from the glTF model -void VulkanglTFModel::loadSkins(tinygltf::Model& input) +void VulkanglTFModel::loadSkins(tinygltf::Model &input) { skins.resize(input.skins.size()); - for (size_t i = 0; i < input.skins.size(); i++) { + for (size_t i = 0; i < input.skins.size(); i++) + { tinygltf::Skin glTFSkin = input.skins[i]; skins[i].name = glTFSkin.name; @@ -158,206 +177,233 @@ void VulkanglTFModel::loadSkins(tinygltf::Model& input) skins[i].skeletonRoot = nodeFromIndex(glTFSkin.skeleton); // Find joint nodes - for (int jointIndex : glTFSkin.joints) { - Node* node = nodeFromIndex(jointIndex); - if (node) { + for (int jointIndex : glTFSkin.joints) + { + Node *node = nodeFromIndex(jointIndex); + if (node) + { skins[i].joints.push_back(node); } } // Get the inverse bind matrices from the buffer associated to this skin - if (glTFSkin.inverseBindMatrices > -1) { - const tinygltf::Accessor& accessor = input.accessors[glTFSkin.inverseBindMatrices]; - const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView]; - const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer]; + if (glTFSkin.inverseBindMatrices > -1) + { + const tinygltf::Accessor & accessor = input.accessors[glTFSkin.inverseBindMatrices]; + const tinygltf::BufferView &bufferView = input.bufferViews[accessor.bufferView]; + const tinygltf::Buffer & buffer = input.buffers[bufferView.buffer]; skins[i].inverseBindMatrices.resize(accessor.count); memcpy(skins[i].inverseBindMatrices.data(), &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(glm::mat4)); // Store inverse bind matrices for this skin in a shader storage buffer object // To keep this sample simple, we create a host visible shader storage buffer VK_CHECK_RESULT(vulkanDevice->createBuffer( - VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, - VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, - &skins[i].ssbo, - sizeof(glm::mat4) * skins[i].inverseBindMatrices.size(), - skins[i].inverseBindMatrices.data())); + VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + &skins[i].ssbo, + sizeof(glm::mat4) * skins[i].inverseBindMatrices.size(), + skins[i].inverseBindMatrices.data())); VK_CHECK_RESULT(skins[i].ssbo.map()); } } } // POI: Load the animations from the glTF model -void VulkanglTFModel::loadAnimations(tinygltf::Model& input) +void VulkanglTFModel::loadAnimations(tinygltf::Model &input) { animations.resize(input.animations.size()); - for (size_t i = 0; i < input.animations.size(); i++) { + for (size_t i = 0; i < input.animations.size(); i++) + { tinygltf::Animation glTFAnimation = input.animations[i]; - animations[i].name = glTFAnimation.name; + animations[i].name = glTFAnimation.name; // Samplers animations[i].samplers.resize(glTFAnimation.samplers.size()); - for (size_t j = 0; j < glTFAnimation.samplers.size(); j++) { + for (size_t j = 0; j < glTFAnimation.samplers.size(); j++) + { tinygltf::AnimationSampler glTFSampler = glTFAnimation.samplers[j]; - AnimationSampler& dstSampler = animations[i].samplers[j]; - dstSampler.interpolation = glTFSampler.interpolation; + AnimationSampler & dstSampler = animations[i].samplers[j]; + dstSampler.interpolation = glTFSampler.interpolation; // Read sampler input time values { - const tinygltf::Accessor& accessor = input.accessors[glTFSampler.input]; - const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView]; - const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer]; - const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset]; - const float* buf = static_cast(dataPtr); - for (size_t index = 0; index < accessor.count; index++) { + const tinygltf::Accessor & accessor = input.accessors[glTFSampler.input]; + const tinygltf::BufferView &bufferView = input.bufferViews[accessor.bufferView]; + const tinygltf::Buffer & buffer = input.buffers[bufferView.buffer]; + const void * dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset]; + const float * buf = static_cast(dataPtr); + for (size_t index = 0; index < accessor.count; index++) + { dstSampler.inputs.push_back(buf[index]); } - for (auto input : animations[i].samplers[j].inputs) { - if (input < animations[i].start) { + for (auto input : animations[i].samplers[j].inputs) + { + if (input < animations[i].start) + { animations[i].start = input; }; - if (input > animations[i].end) { + if (input > animations[i].end) + { animations[i].end = input; } } } - // Read sampler output Translate/rotate/scale values + // Read sampler output Translate/rotate/scale values { - const tinygltf::Accessor& accessor = input.accessors[glTFSampler.output]; - const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView]; - const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer]; - const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset]; - switch (accessor.type) { - case TINYGLTF_TYPE_VEC3: { - const glm::vec3* buf = static_cast(dataPtr); - for (size_t index = 0; index < accessor.count; index++) { - dstSampler.outputsVec4.push_back(glm::vec4(buf[index], 0.0f)); + const tinygltf::Accessor & accessor = input.accessors[glTFSampler.output]; + const tinygltf::BufferView &bufferView = input.bufferViews[accessor.bufferView]; + const tinygltf::Buffer & buffer = input.buffers[bufferView.buffer]; + const void * dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset]; + switch (accessor.type) + { + case TINYGLTF_TYPE_VEC3: { + const glm::vec3 *buf = static_cast(dataPtr); + for (size_t index = 0; index < accessor.count; index++) + { + dstSampler.outputsVec4.push_back(glm::vec4(buf[index], 0.0f)); + } + break; } - break; - } - case TINYGLTF_TYPE_VEC4: { - const glm::vec4* buf = static_cast(dataPtr); - for (size_t index = 0; index < accessor.count; index++) { - dstSampler.outputsVec4.push_back(buf[index]); + case TINYGLTF_TYPE_VEC4: { + const glm::vec4 *buf = static_cast(dataPtr); + for (size_t index = 0; index < accessor.count; index++) + { + dstSampler.outputsVec4.push_back(buf[index]); + } + break; + } + default: { + std::cout << "unknown type" << std::endl; + break; } - break; - } - default: { - std::cout << "unknown type" << std::endl; - break; - } } } } // Channels animations[i].channels.resize(glTFAnimation.channels.size()); - for (size_t j = 0; j < glTFAnimation.channels.size(); j++) { + for (size_t j = 0; j < glTFAnimation.channels.size(); j++) + { tinygltf::AnimationChannel glTFChannel = glTFAnimation.channels[j]; - AnimationChannel& dstChannel = animations[i].channels[j]; - dstChannel.path = glTFChannel.target_path; - dstChannel.samplerIndex = glTFChannel.sampler; - dstChannel.node = nodeFromIndex(glTFChannel.target_node); + AnimationChannel & dstChannel = animations[i].channels[j]; + dstChannel.path = glTFChannel.target_path; + dstChannel.samplerIndex = glTFChannel.sampler; + dstChannel.node = nodeFromIndex(glTFChannel.target_node); } } } -void VulkanglTFModel::loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex, std::vector& indexBuffer, std::vector& vertexBuffer) +void VulkanglTFModel::loadNode(const tinygltf::Node &inputNode, const tinygltf::Model &input, VulkanglTFModel::Node *parent, uint32_t nodeIndex, std::vector &indexBuffer, std::vector &vertexBuffer) { - VulkanglTFModel::Node* node = new VulkanglTFModel::Node{}; - node->parent = parent; - node->matrix = glm::mat4(1.0f); - node->index = nodeIndex; - node->skin = inputNode.skin; + VulkanglTFModel::Node *node = new VulkanglTFModel::Node{}; + node->parent = parent; + node->matrix = glm::mat4(1.0f); + node->index = nodeIndex; + node->skin = inputNode.skin; // Get the local node matrix // It's either made up from translation, rotation, scale or a 4x4 matrix - if (inputNode.translation.size() == 3) { + if (inputNode.translation.size() == 3) + { node->translation = glm::make_vec3(inputNode.translation.data()); } - if (inputNode.rotation.size() == 4) { - glm::quat q = glm::make_quat(inputNode.rotation.data()); + if (inputNode.rotation.size() == 4) + { + glm::quat q = glm::make_quat(inputNode.rotation.data()); node->rotation = glm::mat4(q); } - if (inputNode.scale.size() == 3) { + if (inputNode.scale.size() == 3) + { node->scale = glm::make_vec3(inputNode.scale.data()); } - if (inputNode.matrix.size() == 16) { + if (inputNode.matrix.size() == 16) + { node->matrix = glm::make_mat4x4(inputNode.matrix.data()); }; - // Load node's children - if (inputNode.children.size() > 0) { - for (size_t i = 0; i < inputNode.children.size(); i++) { + // Load node's children + if (inputNode.children.size() > 0) + { + for (size_t i = 0; i < inputNode.children.size(); i++) + { loadNode(input.nodes[inputNode.children[i]], input, node, inputNode.children[i], indexBuffer, vertexBuffer); } } // If the node contains mesh data, we load vertices and indices from the the buffers // In glTF this is done via accessors and buffer views - if (inputNode.mesh > -1) { + if (inputNode.mesh > -1) + { const tinygltf::Mesh mesh = input.meshes[inputNode.mesh]; // Iterate through all primitives of this node's mesh - for (size_t i = 0; i < mesh.primitives.size(); i++) { - const tinygltf::Primitive& glTFPrimitive = mesh.primitives[i]; - uint32_t firstIndex = static_cast(indexBuffer.size()); - uint32_t vertexStart = static_cast(vertexBuffer.size()); - uint32_t indexCount = 0; - bool hasSkin = false; + for (size_t i = 0; i < mesh.primitives.size(); i++) + { + const tinygltf::Primitive &glTFPrimitive = mesh.primitives[i]; + uint32_t firstIndex = static_cast(indexBuffer.size()); + uint32_t vertexStart = static_cast(vertexBuffer.size()); + uint32_t indexCount = 0; + bool hasSkin = false; // Vertices { - const float* positionBuffer = nullptr; - const float* normalsBuffer = nullptr; - const float* texCoordsBuffer = nullptr; - const uint16_t* jointIndicesBuffer = nullptr; - const float* jointWeightsBuffer = nullptr; - size_t vertexCount = 0; + const float * positionBuffer = nullptr; + const float * normalsBuffer = nullptr; + const float * texCoordsBuffer = nullptr; + const uint16_t *jointIndicesBuffer = nullptr; + const float * jointWeightsBuffer = nullptr; + size_t vertexCount = 0; // Get buffer data for vertex normals - if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("POSITION")->second]; - const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView]; - positionBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); - vertexCount = accessor.count; + if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) + { + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.attributes.find("POSITION")->second]; + const tinygltf::BufferView &view = input.bufferViews[accessor.bufferView]; + positionBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); + vertexCount = accessor.count; } // Get buffer data for vertex normals - if (glTFPrimitive.attributes.find("NORMAL") != glTFPrimitive.attributes.end()) { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("NORMAL")->second]; - const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView]; - normalsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); + if (glTFPrimitive.attributes.find("NORMAL") != glTFPrimitive.attributes.end()) + { + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.attributes.find("NORMAL")->second]; + const tinygltf::BufferView &view = input.bufferViews[accessor.bufferView]; + normalsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); } // Get buffer data for vertex texture coordinates // glTF supports multiple sets, we only load the first one - if (glTFPrimitive.attributes.find("TEXCOORD_0") != glTFPrimitive.attributes.end()) { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second]; - const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView]; - texCoordsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); + if (glTFPrimitive.attributes.find("TEXCOORD_0") != glTFPrimitive.attributes.end()) + { + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second]; + const tinygltf::BufferView &view = input.bufferViews[accessor.bufferView]; + texCoordsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); } // POI: Get buffer data required for vertex skinning // Get vertex joint indices - if (glTFPrimitive.attributes.find("JOINTS_0") != glTFPrimitive.attributes.end()) { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("JOINTS_0")->second]; - const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView]; - jointIndicesBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); + if (glTFPrimitive.attributes.find("JOINTS_0") != glTFPrimitive.attributes.end()) + { + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.attributes.find("JOINTS_0")->second]; + const tinygltf::BufferView &view = input.bufferViews[accessor.bufferView]; + jointIndicesBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); } // Get vertex joint weights - if (glTFPrimitive.attributes.find("WEIGHTS_0") != glTFPrimitive.attributes.end()) { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("WEIGHTS_0")->second]; - const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView]; - jointWeightsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); + if (glTFPrimitive.attributes.find("WEIGHTS_0") != glTFPrimitive.attributes.end()) + { + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.attributes.find("WEIGHTS_0")->second]; + const tinygltf::BufferView &view = input.bufferViews[accessor.bufferView]; + jointWeightsBuffer = reinterpret_cast(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset])); } hasSkin = (jointIndicesBuffer && jointWeightsBuffer); // Append data to model's vertex buffer - for (size_t v = 0; v < vertexCount; v++) { + for (size_t v = 0; v < vertexCount; v++) + { Vertex vert{}; - vert.pos = glm::vec4(glm::make_vec3(&positionBuffer[v * 3]), 1.0f); - 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); + vert.pos = glm::vec4(glm::make_vec3(&positionBuffer[v * 3]), 1.0f); + 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); vert.jointIndices = hasSkin ? glm::vec4(glm::make_vec4(&jointIndicesBuffer[v * 4])) : glm::vec4(0.0f); vert.jointWeights = hasSkin ? glm::make_vec4(&jointWeightsBuffer[v * 4]) : glm::vec4(0.0f); vertexBuffer.push_back(vert); @@ -365,55 +411,61 @@ void VulkanglTFModel::loadNode(const tinygltf::Node& inputNode, const tinygltf:: } // Indices { - const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.indices]; - const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView]; - const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer]; + const tinygltf::Accessor & accessor = input.accessors[glTFPrimitive.indices]; + const tinygltf::BufferView &bufferView = input.bufferViews[accessor.bufferView]; + const tinygltf::Buffer & buffer = input.buffers[bufferView.buffer]; indexCount += static_cast(accessor.count); // glTF supports different component types of indices - switch (accessor.componentType) { - case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: { - uint32_t* buf = new uint32_t[accessor.count]; - memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint32_t)); - for (size_t index = 0; index < accessor.count; index++) { - indexBuffer.push_back(buf[index] + vertexStart); + switch (accessor.componentType) + { + case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: { + uint32_t *buf = new uint32_t[accessor.count]; + memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint32_t)); + for (size_t index = 0; index < accessor.count; index++) + { + indexBuffer.push_back(buf[index] + vertexStart); + } + break; } - break; - } - case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: { - uint16_t* buf = new uint16_t[accessor.count]; - memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint16_t)); - for (size_t index = 0; index < accessor.count; index++) { - indexBuffer.push_back(buf[index] + vertexStart); + case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: { + uint16_t *buf = new uint16_t[accessor.count]; + memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint16_t)); + for (size_t index = 0; index < accessor.count; index++) + { + indexBuffer.push_back(buf[index] + vertexStart); + } + break; } - break; - } - case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: { - uint8_t* buf = new uint8_t[accessor.count]; - memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint8_t)); - for (size_t index = 0; index < accessor.count; index++) { - indexBuffer.push_back(buf[index] + vertexStart); + case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: { + uint8_t *buf = new uint8_t[accessor.count]; + memcpy(buf, &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(uint8_t)); + for (size_t index = 0; index < accessor.count; index++) + { + indexBuffer.push_back(buf[index] + vertexStart); + } + break; } - break; - } - default: - std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl; - return; + default: + std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl; + return; } } Primitive primitive{}; - primitive.firstIndex = firstIndex; - primitive.indexCount = indexCount; + primitive.firstIndex = firstIndex; + primitive.indexCount = indexCount; primitive.materialIndex = glTFPrimitive.material; node->mesh.primitives.push_back(primitive); } } - if (parent) { + if (parent) + { parent->children.push_back(node); } - else { + else + { nodes.push_back(node); } } @@ -423,27 +475,32 @@ void VulkanglTFModel::loadNode(const tinygltf::Node& inputNode, const tinygltf:: */ // POI: Traverse the node hierarchy to the top-most parent to get the local matrix of the given node -glm::mat4 VulkanglTFModel::getNodeMatrix(VulkanglTFModel::Node* node) { - glm::mat4 nodeMatrix = node->getLocalMatrix(); - VulkanglTFModel::Node* currentParent = node->parent; - while (currentParent) { - nodeMatrix = currentParent->getLocalMatrix() * nodeMatrix; +glm::mat4 VulkanglTFModel::getNodeMatrix(VulkanglTFModel::Node *node) +{ + glm::mat4 nodeMatrix = node->getLocalMatrix(); + VulkanglTFModel::Node *currentParent = node->parent; + while (currentParent) + { + nodeMatrix = currentParent->getLocalMatrix() * nodeMatrix; currentParent = currentParent->parent; } return nodeMatrix; } // POI: Update the joint matrices from the current animation frame and pass them to the GPU -void VulkanglTFModel::updateJoints(VulkanglTFModel::Node* node) { - if (node->skin > -1) { +void VulkanglTFModel::updateJoints(VulkanglTFModel::Node *node) +{ + if (node->skin > -1) + { glm::mat4 m = getNodeMatrix(node); // Update joint matrices - glm::mat4 inverseTransform = glm::inverse(m); - Skin skin = skins[node->skin]; - size_t numJoints = (uint32_t)skin.joints.size(); + glm::mat4 inverseTransform = glm::inverse(m); + Skin skin = skins[node->skin]; + size_t numJoints = (uint32_t) skin.joints.size(); std::vector jointMatrices(numJoints); // @todo: bail out if model has more joints than shader can handle - for (size_t i = 0; i < numJoints; i++) { + for (size_t i = 0; i < numJoints; i++) + { jointMatrices[i] = getNodeMatrix(skin.joints[i]) * skin.inverseBindMatrices[i]; jointMatrices[i] = inverseTransform * jointMatrices[i]; } @@ -451,7 +508,8 @@ void VulkanglTFModel::updateJoints(VulkanglTFModel::Node* node) { skin.ssbo.copyTo(jointMatrices.data(), jointMatrices.size() * sizeof(glm::mat4)); } - for (auto& child : node->children) { + for (auto &child : node->children) + { updateJoints(child); } } @@ -459,57 +517,69 @@ void VulkanglTFModel::updateJoints(VulkanglTFModel::Node* node) { // POI: Update the current animation void VulkanglTFModel::updateAnimation(float deltaTime) { - if (activeAnimation > static_cast(animations.size()) - 1) { + if (activeAnimation > static_cast(animations.size()) - 1) + { std::cout << "No animation with index " << activeAnimation << std::endl; return; } - Animation& animation = animations[activeAnimation]; + Animation &animation = animations[activeAnimation]; animation.currentTime += deltaTime; - if (animation.currentTime > animation.end) { + if (animation.currentTime > animation.end) + { animation.currentTime -= animation.end; } bool updated = false; - for (auto& channel : animation.channels) { - AnimationSampler& sampler = animation.samplers[channel.samplerIndex]; - if (sampler.inputs.size() > sampler.outputsVec4.size()) { + for (auto &channel : animation.channels) + { + AnimationSampler &sampler = animation.samplers[channel.samplerIndex]; + if (sampler.inputs.size() > sampler.outputsVec4.size()) + { continue; } - for (size_t i = 0; i < sampler.inputs.size() - 1; i++) { - if ((animation.currentTime >= sampler.inputs[i]) && (animation.currentTime <= sampler.inputs[i + 1])) { + for (size_t i = 0; i < sampler.inputs.size() - 1; i++) + { + if ((animation.currentTime >= sampler.inputs[i]) && (animation.currentTime <= sampler.inputs[i + 1])) + { float u = std::max(0.0f, animation.currentTime - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]); - if (u <= 1.0f) { - if (channel.path == "translation") { - glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u); + if (u <= 1.0f) + { + if (channel.path == "translation") + { + glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u); channel.node->translation = glm::vec3(trans); - updated = true; + updated = true; } - if (channel.path == "rotation") { + if (channel.path == "rotation") + { glm::quat q1; q1.x = sampler.outputsVec4[i].x; q1.y = sampler.outputsVec4[i].y; q1.z = sampler.outputsVec4[i].z; q1.w = sampler.outputsVec4[i].w; glm::quat q2; - q2.x = sampler.outputsVec4[i + 1].x; - q2.y = sampler.outputsVec4[i + 1].y; - q2.z = sampler.outputsVec4[i + 1].z; - q2.w = sampler.outputsVec4[i + 1].w; + q2.x = sampler.outputsVec4[i + 1].x; + q2.y = sampler.outputsVec4[i + 1].y; + q2.z = sampler.outputsVec4[i + 1].z; + q2.w = sampler.outputsVec4[i + 1].w; channel.node->rotation = glm::normalize(glm::slerp(q1, q2, u)); - updated = true; + updated = true; } - if (channel.path == "scale") { - glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u); + if (channel.path == "scale") + { + glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u); channel.node->scale = glm::vec3(trans); - updated = true; + updated = true; } } } } } - if (updated) { - for (auto& node : nodes) { + if (updated) + { + for (auto &node : nodes) + { updateJoints(node); } } @@ -522,21 +592,25 @@ void VulkanglTFModel::updateAnimation(float deltaTime) // Draw a single node including child nodes (if present) void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node) { - if (node.mesh.primitives.size() > 0) { + 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; + 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); // Bind SSBO with skin data for this node to set 1 vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &skins[node.skin].descriptorSet, 0, nullptr); - for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) { - if (primitive.indexCount > 0) { + 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 to set 2 @@ -545,7 +619,8 @@ void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p } } } - for (auto& child : node.children) { + for (auto &child : node.children) + { drawNode(commandBuffer, pipelineLayout, *child); } } @@ -553,38 +628,40 @@ void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p // Draw the glTF scene starting at the top-level-nodes void VulkanglTFModel::draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout) { - // All vertices and indices are stored in single buffers, so we only need to bind once - VkDeviceSize offsets[1] = { 0 }; + // All vertices and indices are stored in single buffers, so we only need to bind once + VkDeviceSize offsets[1] = {0}; vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertices.buffer, offsets); vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32); // Render all nodes at top-level - for (auto& node : nodes) { + for (auto &node : nodes) + { drawNode(commandBuffer, pipelineLayout, *node); } } - /* Vulkan Example class */ -VulkanExample::VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) +VulkanExample::VulkanExample() : + VulkanExampleBase(ENABLE_VALIDATION) { - title = "glTF vertex skinning"; - camera.type = Camera::CameraType::lookat; + title = "glTF vertex skinning"; + camera.type = Camera::CameraType::lookat; camera.flipY = true; camera.setPosition(glm::vec3(0.0f, 0.75f, -2.0f)); camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f)); - camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f); + camera.setPerspective(60.0f, (float) width / (float) height, 0.1f, 256.0f); settings.overlay = true; } VulkanExample::~VulkanExample() { vkDestroyPipeline(device, pipelines.solid, nullptr); - if (pipelines.wireframe != VK_NULL_HANDLE) { + if (pipelines.wireframe != VK_NULL_HANDLE) + { vkDestroyPipeline(device, pipelines.wireframe, nullptr); } @@ -598,7 +675,8 @@ VulkanExample::~VulkanExample() void VulkanExample::getEnabledFeatures() { // Fill mode non solid is required for wireframe display - if (deviceFeatures.fillModeNonSolid) { + if (deviceFeatures.fillModeNonSolid) + { enabledFeatures.fillModeNonSolid = VK_TRUE; }; } @@ -608,20 +686,21 @@ void VulkanExample::buildCommandBuffers() VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; - clearValues[0].color = { { 0.25f, 0.25f, 0.25f, 1.0f } };; - clearValues[1].depthStencil = { 1.0f, 0 }; + clearValues[0].color = {{0.25f, 0.25f, 0.25f, 1.0f}}; + ; + clearValues[1].depthStencil = {1.0f, 0}; - VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo(); - renderPassBeginInfo.renderPass = renderPass; - renderPassBeginInfo.renderArea.offset.x = 0; - renderPassBeginInfo.renderArea.offset.y = 0; - renderPassBeginInfo.renderArea.extent.width = width; + VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo(); + renderPassBeginInfo.renderPass = renderPass; + renderPassBeginInfo.renderArea.offset.x = 0; + renderPassBeginInfo.renderArea.offset.y = 0; + renderPassBeginInfo.renderArea.extent.width = width; renderPassBeginInfo.renderArea.extent.height = height; - renderPassBeginInfo.clearValueCount = 2; - renderPassBeginInfo.pClearValues = clearValues; + renderPassBeginInfo.clearValueCount = 2; + renderPassBeginInfo.pClearValues = clearValues; - const VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); - const VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); + const VkViewport viewport = vks::initializers::viewport((float) width, (float) height, 0.0f, 1.0f); + const VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { @@ -642,9 +721,9 @@ void VulkanExample::buildCommandBuffers() void VulkanExample::loadglTFFile(std::string filename) { - tinygltf::Model glTFInput; + tinygltf::Model glTFInput; tinygltf::TinyGLTF gltfContext; - std::string error, warning; + std::string error, warning; this->device = device; @@ -657,77 +736,82 @@ void VulkanExample::loadglTFFile(std::string filename) // Pass some Vulkan resources required for setup and rendering to the glTF model loading class glTFModel.vulkanDevice = vulkanDevice; - glTFModel.copyQueue = queue; + glTFModel.copyQueue = queue; - std::vector indexBuffer; + std::vector indexBuffer; std::vector vertexBuffer; - if (fileLoaded) { + if (fileLoaded) + { glTFModel.loadImages(glTFInput); glTFModel.loadMaterials(glTFInput); glTFModel.loadTextures(glTFInput); - const tinygltf::Scene& scene = glTFInput.scenes[0]; - for (size_t i = 0; i < scene.nodes.size(); i++) { + const tinygltf::Scene &scene = glTFInput.scenes[0]; + for (size_t i = 0; i < scene.nodes.size(); i++) + { const tinygltf::Node node = glTFInput.nodes[scene.nodes[i]]; glTFModel.loadNode(node, glTFInput, nullptr, scene.nodes[i], indexBuffer, vertexBuffer); } glTFModel.loadSkins(glTFInput); glTFModel.loadAnimations(glTFInput); // Calculate initial pose - for (auto node : glTFModel.nodes) { + for (auto node : glTFModel.nodes) + { glTFModel.updateJoints(node); } } - else { + else + { vks::tools::exitFatal("Could not open the glTF file.\n\nThe file is part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1); return; } // Create and upload vertex and index buffer size_t vertexBufferSize = vertexBuffer.size() * sizeof(VulkanglTFModel::Vertex); - size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t); + size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t); glTFModel.indices.count = static_cast(indexBuffer.size()); - struct StagingBuffer { - VkBuffer buffer; + struct StagingBuffer + { + VkBuffer buffer; VkDeviceMemory memory; } vertexStaging, indexStaging; // Create host visible staging buffers (source) VK_CHECK_RESULT(vulkanDevice->createBuffer( - VK_BUFFER_USAGE_TRANSFER_SRC_BIT, - VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, - vertexBufferSize, - &vertexStaging.buffer, - &vertexStaging.memory, - vertexBuffer.data())); + VK_BUFFER_USAGE_TRANSFER_SRC_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + vertexBufferSize, + &vertexStaging.buffer, + &vertexStaging.memory, + vertexBuffer.data())); // Index data VK_CHECK_RESULT(vulkanDevice->createBuffer( - VK_BUFFER_USAGE_TRANSFER_SRC_BIT, - VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, - indexBufferSize, - &indexStaging.buffer, - &indexStaging.memory, - indexBuffer.data())); + VK_BUFFER_USAGE_TRANSFER_SRC_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + indexBufferSize, + &indexStaging.buffer, + &indexStaging.memory, + indexBuffer.data())); // Create device local buffers (targat) VK_CHECK_RESULT(vulkanDevice->createBuffer( - VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, - VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, - vertexBufferSize, - &glTFModel.vertices.buffer, - &glTFModel.vertices.memory)); + VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, + VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, + vertexBufferSize, + &glTFModel.vertices.buffer, + &glTFModel.vertices.memory)); VK_CHECK_RESULT(vulkanDevice->createBuffer( - VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, - VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, - indexBufferSize, - &glTFModel.indices.buffer, - &glTFModel.indices.memory)); + VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, + VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, + indexBufferSize, + &glTFModel.indices.buffer, + &glTFModel.indices.memory)); // Copy data from staging buffers (host) do device local buffer (gpu) - VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); - VkBufferCopy copyRegion = {}; - copyRegion.size = vertexBufferSize; + VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); + VkBufferCopy copyRegion = {}; + copyRegion.size = vertexBufferSize; vkCmdCopyBuffer(copyCmd, vertexStaging.buffer, glTFModel.vertices.buffer, 1, ©Region); copyRegion.size = indexBufferSize; vkCmdCopyBuffer(copyCmd, indexStaging.buffer, glTFModel.indices.buffer, 1, ©Region); @@ -747,19 +831,19 @@ void VulkanExample::setupDescriptors() */ std::vector poolSizes = { - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), - // One combined image sampler per material image/texture - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast(glTFModel.images.size())), - // One ssbo per skin - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, static_cast(glTFModel.skins.size())), + vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), + // One combined image sampler per material image/texture + vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast(glTFModel.images.size())), + // One ssbo per skin + vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, static_cast(glTFModel.skins.size())), }; // Number of descriptor sets = One for the scene ubo + one per image + one per skin - const uint32_t maxSetCount = static_cast(glTFModel.images.size()) + static_cast(glTFModel.skins.size()) + 1; + const uint32_t maxSetCount = static_cast(glTFModel.images.size()) + static_cast(glTFModel.skins.size()) + 1; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, maxSetCount); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); // Descriptor set layouts - VkDescriptorSetLayoutBinding setLayoutBinding{}; + VkDescriptorSetLayoutBinding setLayoutBinding{}; VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(&setLayoutBinding, 1); // Descriptor set layout for passing matrices @@ -779,17 +863,16 @@ void VulkanExample::setupDescriptors() // Set 1 = Joint matrices (VS) // Set 2 = Material texture (FS) std::array setLayouts = { - descriptorSetLayouts.matrices, - descriptorSetLayouts.jointMatrices, - descriptorSetLayouts.textures - }; + descriptorSetLayouts.matrices, + descriptorSetLayouts.jointMatrices, + descriptorSetLayouts.textures}; VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast(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; + pipelineLayoutCI.pPushConstantRanges = &pushConstantRange; VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout)); // Descriptor set for scene matrices @@ -799,7 +882,8 @@ void VulkanExample::setupDescriptors() vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr); // Descriptor set for glTF model skin joint matrices - for (auto& skin : glTFModel.skins) { + for (auto &skin : glTFModel.skins) + { const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.jointMatrices, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &skin.descriptorSet)); VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(skin.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &skin.ssbo.descriptor); @@ -807,7 +891,8 @@ void VulkanExample::setupDescriptors() } // Descriptor sets for glTF model materials - for (auto& image : glTFModel.images) { + for (auto &image : glTFModel.images) + { const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.textures, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &image.descriptorSet)); VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(image.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &image.texture.descriptor); @@ -817,59 +902,59 @@ void VulkanExample::setupDescriptors() void VulkanExample::preparePipelines() { - VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); - VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); - VkPipelineColorBlendAttachmentState blendAttachmentStateCI = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); - VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentStateCI); - VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); - VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); - VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); - const std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; - VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast(dynamicStateEnables.size()), 0); + VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); + VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); + VkPipelineColorBlendAttachmentState blendAttachmentStateCI = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); + VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentStateCI); + VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); + VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); + VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); + const std::vector dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR}; + VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast(dynamicStateEnables.size()), 0); // Vertex input bindings and attributes const std::vector vertexInputBindings = { - vks::initializers::vertexInputBindingDescription(0, sizeof(VulkanglTFModel::Vertex), VK_VERTEX_INPUT_RATE_VERTEX), + vks::initializers::vertexInputBindingDescription(0, sizeof(VulkanglTFModel::Vertex), VK_VERTEX_INPUT_RATE_VERTEX), }; const std::vector vertexInputAttributes = { - { 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, pos) }, - { 1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, normal) }, - { 2, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, uv) }, - { 3, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, color) }, - // POI: Per-Vertex Joint indices and weights are passed to the vertex shader - { 4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(VulkanglTFModel::Vertex, jointIndices) }, - { 5, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(VulkanglTFModel::Vertex, jointWeights) }, + {0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, pos)}, + {1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, normal)}, + {2, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, uv)}, + {3, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, color)}, + // POI: Per-Vertex Joint indices and weights are passed to the vertex shader + {4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(VulkanglTFModel::Vertex, jointIndices)}, + {5, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(VulkanglTFModel::Vertex, jointWeights)}, }; VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo(); - vertexInputStateCI.vertexBindingDescriptionCount = static_cast(vertexInputBindings.size()); - vertexInputStateCI.pVertexBindingDescriptions = vertexInputBindings.data(); - vertexInputStateCI.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); - vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data(); + vertexInputStateCI.vertexBindingDescriptionCount = static_cast(vertexInputBindings.size()); + vertexInputStateCI.pVertexBindingDescriptions = vertexInputBindings.data(); + vertexInputStateCI.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); + vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data(); const std::array shaderStages = { - loadShader(getShadersPath() + "gltfskinning/skinnedmodel.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), - loadShader(getShadersPath() + "gltfskinning/skinnedmodel.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT) - }; + loadShader(getShadersPath() + "gltfskinning/skinnedmodel.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), + loadShader(getShadersPath() + "gltfskinning/skinnedmodel.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)}; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); - pipelineCI.pVertexInputState = &vertexInputStateCI; - pipelineCI.pInputAssemblyState = &inputAssemblyStateCI; - pipelineCI.pRasterizationState = &rasterizationStateCI; - pipelineCI.pColorBlendState = &colorBlendStateCI; - pipelineCI.pMultisampleState = &multisampleStateCI; - pipelineCI.pViewportState = &viewportStateCI; - pipelineCI.pDepthStencilState = &depthStencilStateCI; - pipelineCI.pDynamicState = &dynamicStateCI; - pipelineCI.stageCount = static_cast(shaderStages.size()); - pipelineCI.pStages = shaderStages.data(); + pipelineCI.pVertexInputState = &vertexInputStateCI; + pipelineCI.pInputAssemblyState = &inputAssemblyStateCI; + pipelineCI.pRasterizationState = &rasterizationStateCI; + pipelineCI.pColorBlendState = &colorBlendStateCI; + pipelineCI.pMultisampleState = &multisampleStateCI; + pipelineCI.pViewportState = &viewportStateCI; + pipelineCI.pDepthStencilState = &depthStencilStateCI; + pipelineCI.pDynamicState = &dynamicStateCI; + pipelineCI.stageCount = static_cast(shaderStages.size()); + pipelineCI.pStages = shaderStages.data(); // Solid rendering pipeline VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid)); // Wire frame rendering pipeline - if (deviceFeatures.fillModeNonSolid) { + if (deviceFeatures.fillModeNonSolid) + { rasterizationStateCI.polygonMode = VK_POLYGON_MODE_LINE; - rasterizationStateCI.lineWidth = 1.0f; + rasterizationStateCI.lineWidth = 1.0f; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe)); } } @@ -884,7 +969,7 @@ void VulkanExample::prepareUniformBuffers() void VulkanExample::updateUniformBuffers() { shaderData.values.projection = camera.matrices.perspective; - shaderData.values.model = camera.matrices.view; + shaderData.values.model = camera.matrices.view; memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values)); } @@ -907,19 +992,23 @@ void VulkanExample::prepare() void VulkanExample::render() { renderFrame(); - if (camera.updated) { + if (camera.updated) + { updateUniformBuffers(); } // POI: Advance animation - if (!paused) { + if (!paused) + { glTFModel.updateAnimation(frameTimer); } } -void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay* overlay) +void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay *overlay) { - if (overlay->header("Settings")) { - if (overlay->checkBox("Wireframe", &wireframe)) { + if (overlay->header("Settings")) + { + if (overlay->checkBox("Wireframe", &wireframe)) + { buildCommandBuffers(); } } diff --git a/examples/gltfskinning/gltfskinning.h b/examples/gltfskinning/gltfskinning.h index 9a0fc2da..9266c4c0 100644 --- a/examples/gltfskinning/gltfskinning.h +++ b/examples/gltfskinning/gltfskinning.h @@ -15,10 +15,10 @@ * If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/ */ +#include #include #include #include -#include #include #define GLM_FORCE_RADIANS @@ -31,89 +31,93 @@ #define STB_IMAGE_IMPLEMENTATION #define TINYGLTF_NO_STB_IMAGE_WRITE #ifdef VK_USE_PLATFORM_ANDROID_KHR -#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS +# define TINYGLTF_ANDROID_LOAD_FROM_ASSETS #endif #include "tiny_gltf.h" -#include -#include "vulkanexamplebase.h" #include "VulkanTexture.hpp" +#include "vulkanexamplebase.h" +#include #define ENABLE_VALIDATION false // Contains everything required to render a glTF model in Vulkan // This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure -class VulkanglTFModel +class VulkanglTFModel { -public: - vks::VulkanDevice* vulkanDevice; - VkQueue copyQueue; + public: + vks::VulkanDevice *vulkanDevice; + VkQueue copyQueue; /* Base glTF structures, see gltfscene sample for details */ - struct Vertices { - VkBuffer buffer; + struct Vertices + { + VkBuffer buffer; VkDeviceMemory memory; } vertices; - - struct Indices { - int count; - VkBuffer buffer; + + struct Indices + { + int count; + VkBuffer buffer; VkDeviceMemory memory; } indices; struct Node; - struct Material { + struct Material + { glm::vec4 baseColorFactor = glm::vec4(1.0f); - uint32_t baseColorTextureIndex; + uint32_t baseColorTextureIndex; }; - struct Image { - vks::Texture2D texture; + struct Image + { + vks::Texture2D texture; VkDescriptorSet descriptorSet; }; - struct Texture { + struct Texture + { int32_t imageIndex; }; - struct Primitive { + struct Primitive + { uint32_t firstIndex; uint32_t indexCount; - int32_t materialIndex; + int32_t materialIndex; }; - struct Mesh { + struct Mesh + { std::vector primitives; }; - struct Node { - Node* parent; - uint32_t index; - std::vector children; - Mesh mesh; - // Matrix components are stored separately as they are affected by animations - glm::vec3 translation{}; - glm::vec3 scale{ 1.0f }; - glm::quat rotation{}; - // Index of the skin for this node - int32_t skin = -1; - glm::mat4 matrix; - // Gets the current local matrix based on translation, rotation and scale, which can all be affected by animations - glm::mat4 getLocalMatrix(); + struct Node + { + Node * parent; + uint32_t index; + std::vector children; + Mesh mesh; + glm::vec3 translation{}; + glm::vec3 scale{1.0f}; + glm::quat rotation{}; + int32_t skin = -1; + glm::mat4 matrix; + glm::mat4 getLocalMatrix(); }; - struct Vertex { + struct Vertex + { glm::vec3 pos; glm::vec3 normal; glm::vec2 uv; glm::vec3 color; - // Contains indices of the joints that effect this vertex glm::vec4 jointIndices; - // Contains the weights that define how strongly this vertex is affected by above joints glm::vec4 jointWeights; }; @@ -121,74 +125,79 @@ public: Skin structure */ - struct Skin { - std::string name; - Node* skeletonRoot = nullptr; + struct Skin + { + std::string name; + Node * skeletonRoot = nullptr; std::vector inverseBindMatrices; - std::vector joints; - // The joint matrices for this skin are stored in an shader storage buffer - vks::Buffer ssbo; - VkDescriptorSet descriptorSet; + std::vector joints; + vks::Buffer ssbo; + VkDescriptorSet descriptorSet; }; /* Animation related structures */ - struct AnimationSampler { - std::string interpolation; - std::vector inputs; + struct AnimationSampler + { + std::string interpolation; + std::vector inputs; std::vector outputsVec4; }; - struct AnimationChannel { + struct AnimationChannel + { std::string path; - Node* node; - uint32_t samplerIndex; + Node * node; + uint32_t samplerIndex; }; - struct Animation { - std::string name; + struct Animation + { + std::string name; std::vector samplers; std::vector channels; - float start = std::numeric_limits::max(); - float end = std::numeric_limits::min(); - float currentTime = 0.0f; + float start = std::numeric_limits::max(); + float end = std::numeric_limits::min(); + float currentTime = 0.0f; }; - std::vector images; - std::vector textures; - std::vector materials; - std::vector nodes; - std::vector skins; + std::vector images; + std::vector textures; + std::vector materials; + std::vector nodes; + std::vector skins; std::vector animations; uint32_t activeAnimation = 0; ~VulkanglTFModel(); - void loadImages(tinygltf::Model& input); - void loadTextures(tinygltf::Model& input); - void loadMaterials(tinygltf::Model& input); - Node* findNode(Node* parent, uint32_t index); - Node* nodeFromIndex(uint32_t index); - void loadSkins(tinygltf::Model& input); - void loadAnimations(tinygltf::Model& input); - void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex, std::vector& indexBuffer, std::vector& vertexBuffer); - glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node); - void updateJoints(VulkanglTFModel::Node* node); - void updateAnimation(float deltaTime); - void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node); - void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout); + void loadImages(tinygltf::Model &input); + void loadTextures(tinygltf::Model &input); + void loadMaterials(tinygltf::Model &input); + Node * findNode(Node *parent, uint32_t index); + Node * nodeFromIndex(uint32_t index); + void loadSkins(tinygltf::Model &input); + void loadAnimations(tinygltf::Model &input); + void loadNode(const tinygltf::Node &inputNode, const tinygltf::Model &input, VulkanglTFModel::Node *parent, uint32_t nodeIndex, std::vector &indexBuffer, std::vector &vertexBuffer); + glm::mat4 getNodeMatrix(VulkanglTFModel::Node *node); + void updateJoints(VulkanglTFModel::Node *node); + void updateAnimation(float deltaTime); + void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node); + void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout); }; class VulkanExample : public VulkanExampleBase { -public: + public: bool wireframe = false; - struct ShaderData { + struct ShaderData + { vks::Buffer buffer; - struct Values { + struct Values + { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f); @@ -196,12 +205,14 @@ public: } shaderData; VkPipelineLayout pipelineLayout; - struct Pipelines { + struct Pipelines + { VkPipeline solid; VkPipeline wireframe = VK_NULL_HANDLE; } pipelines; - struct DescriptorSetLayouts { + struct DescriptorSetLayouts + { VkDescriptorSetLayout matrices; VkDescriptorSetLayout textures; VkDescriptorSetLayout jointMatrices; @@ -212,15 +223,15 @@ public: VulkanExample(); ~VulkanExample(); - void loadglTFFile(std::string filename); + void loadglTFFile(std::string filename); virtual void getEnabledFeatures(); - void buildCommandBuffers(); - void loadAssets(); - void setupDescriptors(); - void preparePipelines(); - void prepareUniformBuffers(); - void updateUniformBuffers(); - void prepare(); + void buildCommandBuffers(); + void loadAssets(); + void setupDescriptors(); + void preparePipelines(); + void prepareUniformBuffers(); + void updateUniformBuffers(); + void prepare(); virtual void render(); - virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay); + virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay); };