Move loading into dedicated VulkanglTF class

This commit is contained in:
Sascha Willems 2020-04-12 21:59:26 +02:00
parent bb9374b2ec
commit 9fa9a4b46b

View file

@ -11,6 +11,8 @@
* 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.
* 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)
*
* If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
*/
@ -42,6 +44,11 @@
// This class is very simplified but retains the basic glTF structure
class VulkanglTFModel
{
public:
// The class requires some Vulkan objects so it can create it's own resources
vks::VulkanDevice* vulkanDevice;
VkQueue copyQueue;
// The vertex layout for the samples' model
struct Vertex {
glm::vec3 pos;
@ -50,6 +57,270 @@ class VulkanglTFModel
glm::vec3 color;
};
// Single vertex buffer for all primitives
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertices;
// Single index buffer for all primitives
struct {
int count;
VkBuffer buffer;
VkDeviceMemory memory;
} indices;
// The following structures roughly represent the glTF scene structure
// To keep things simple, they only contain those properties that are required for this sample
struct Node;
// A primitive contains the data for a single draw call
struct Primitive {
uint32_t firstIndex;
uint32_t indexCount;
int32_t materialIndex;
};
// Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives
struct Mesh {
std::vector<Primitive> primitives;
};
// A node represents an object in the glTF scene graph
struct Node {
Node* parent;
std::vector<Node> children;
Mesh mesh;
glm::mat4 matrix;
};
// A glTF material stores information in e.g. the exture that is attached to it and colors
struct Material {
glm::vec4 baseColorFactor = glm::vec4(1.0f);
uint32_t baseColorTextureIndex;
};
// Contains the texture for a single glTF image
// Images may be reused by texture objects and are as such separted
struct Image {
vks::Texture2D texture;
// We also store (and create) a descriptor set that's used to access this texture from the fragment shader
VkDescriptorSet descriptorSet;
};
// A glTF texture stores a reference to the image and a sampler
// In this sample, we are only interested in the image
struct Texture {
int32_t imageIndex;
};
/*
Model data
*/
std::vector<Image> images;
std::vector<Texture> textures;
std::vector<Material> materials;
std::vector<Node> nodes;
/*
glTF loading functions
The following functions take a glTF input model loaded via tinyglTF and convert all required data into our own structure
*/
void 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];
// Get the image data from the glTF loader
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) {
for (int32_t j = 0; j < 3; ++j) {
rgba[j] = rgb[j];
}
rgba += 4;
rgb += 3;
}
deleteBuffer = true;
}
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);
}
}
void loadTextures(tinygltf::Model& input)
{
textures.resize(input.textures.size());
for (size_t i = 0; i < input.textures.size(); i++) {
textures[i].imageIndex = input.textures[i].source;
}
}
void loadMaterials(tinygltf::Model& input)
{
materials.resize(input.materials.size());
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()) {
materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
}
// Get base color texture index
if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) {
materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex();
}
}
}
void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
{
VulkanglTFModel::Node node{};
node.matrix = glm::mat4(1.0f);
// Get the local node matrix
// It's either made up from translation, rotation, scale or a 4x4 matrix
if (inputNode.translation.size() == 3) {
node.matrix = glm::translate(node.matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
}
if (inputNode.rotation.size() == 4) {
glm::quat q = glm::make_quat(inputNode.rotation.data());
node.matrix *= glm::mat4(q);
}
if (inputNode.scale.size() == 3) {
node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
}
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++) {
loadNode(input.nodes[inputNode.children[i]], input , &node, 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) {
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<uint32_t>(indexBuffer.size());
uint32_t vertexStart = static_cast<uint32_t>(vertexBuffer.size());
uint32_t indexCount = 0;
// Vertices
{
const float* positionBuffer = nullptr;
const float* normalsBuffer = nullptr;
const float* texCoordsBuffer = 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<const float*>(&(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<const float*>(&(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<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
}
// Append data to model's vertex buffer
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);
// Flip Y-Axis
vert.pos.y *= -1.0f;
vertexBuffer.push_back(vert);
}
}
// 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];
indexCount += static_cast<uint32_t>(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);
}
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);
}
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);
}
break;
}
default:
std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
return;
}
}
Primitive primitive{};
primitive.firstIndex = firstIndex;
primitive.indexCount = indexCount;
primitive.materialIndex = glTFPrimitive.material;
node.mesh.primitives.push_back(primitive);
}
}
if (parent) {
parent->children.push_back(node);
}
else {
nodes.push_back(node);
}
}
};
@ -58,73 +329,7 @@ class VulkanExample : public VulkanExampleBase
public:
bool wireframe = false;
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec3 color;
};
struct ModelNode;
// A primitive contains the data for a single draw call
struct Primitive {
uint32_t firstIndex;
uint32_t indexCount;
int32_t materialIndex;
};
// Contains the node's geometry and can be made up of an arbitrary number of primitives
struct Mesh {
std::vector<Primitive> primitives;
};
// A node represents an object in the glTF scene graph
struct ModelNode {
ModelNode* parent;
std::vector<ModelNode> children;
Mesh mesh;
glm::mat4 matrix;
};
// Represents a glTF material used to access e.g. the texture to choose for a mesh
struct ModelMaterial {
glm::vec4 baseColorFactor = glm::vec4(1.0f);
uint32_t baseColorTextureIndex;
};
// @todo
struct ModelImage {
vks::Texture2D texture;
VkDescriptorSet descriptorSet;
};
// Contains all Vulkan resources required to represent vertex and index buffers for a model
// This is for demonstration and learning purposes, the other examples use a model loader class for easy access
struct Model {
std::vector<ModelImage> images;
// Textures in glTF are indices used by material to select an image (and optionally samplers)
std::vector<uint32_t> textures;
std::vector<ModelMaterial> materials;
std::vector<ModelNode> nodes;
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertices;
struct {
int count;
VkBuffer buffer;
VkDeviceMemory memory;
} indices;
// Destroys all Vulkan resources created for this model
void destroy(VkDevice device)
{
vkDestroyBuffer(device, vertices.buffer, nullptr);
vkFreeMemory(device, vertices.memory, nullptr);
vkDestroyBuffer(device, indices.buffer, nullptr);
vkFreeMemory(device, indices.memory, nullptr);
};
} model;
VulkanglTFModel glTFModel;
struct {
vks::Buffer scene;
@ -174,7 +379,8 @@ public:
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.matrices, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.textures, nullptr);
model.destroy(device);
// @todo
//model.destroy(device);
uniformBuffers.scene.destroy();
}
@ -224,14 +430,17 @@ public:
}
}
void drawglTFNode(VkCommandBuffer commandBuffer, ModelNode node)
/*
glTF rendering functions
*/
void drawglTFNode(VkCommandBuffer commandBuffer, VulkanglTFModel::Node node)
{
if (node.mesh.primitives.size() > 0) {
for (Primitive& primitive : node.mesh.primitives) {
for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) {
if (primitive.indexCount > 0) {
// @todo: link mat to node
uint32_t texture = model.textures[model.materials[primitive.materialIndex].baseColorTextureIndex];
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &model.images[texture].descriptorSet, 0, nullptr);
VulkanglTFModel::Texture texture = glTFModel.textures[glTFModel.materials[primitive.materialIndex].baseColorTextureIndex];
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &glTFModel.images[texture.imageIndex].descriptorSet, 0, nullptr);
vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
}
}
@ -245,224 +454,17 @@ public:
{
// All vertices and indices are stored in single buffers, so we only need to bind once
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &model.vertices.buffer, offsets);
vkCmdBindIndexBuffer(commandBuffer, model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
for (auto& node : model.nodes) {
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &glTFModel.vertices.buffer, offsets);
vkCmdBindIndexBuffer(commandBuffer, glTFModel.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
for (auto& node : glTFModel.nodes) {
drawglTFNode(commandBuffer, node);
}
}
/*
Load images from the glTF file
Textures 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
*/
void loadglTFImages(tinygltf::Model& glTFModel)
{
model.images.resize(glTFModel.images.size());
for (size_t i = 0; i < glTFModel.images.size(); i++) {
tinygltf::Image& glTFImage = glTFModel.images[i];
// Get the image data from the glTF loader
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) {
for (int32_t j = 0; j < 3; ++j) {
rgba[j] = rgb[j];
}
rgba += 4;
rgb += 3;
}
deleteBuffer = true;
}
else {
buffer = &glTFImage.image[0];
bufferSize = glTFImage.image.size();
}
// Load texture from image buffer
model.images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, queue);
}
}
/*
Load texture information
These nodes store the index of the image used by a material that sources this texture
*/
void loadglTFTextures(tinygltf::Model& glTFModel)
{
model.textures.resize(glTFModel.textures.size());
for (size_t i = 0; i < glTFModel.textures.size(); i++) {
model.textures[i] = glTFModel.textures[i].source;
}
}
/*
Load Materials from the glTF file
Materials contain basic properties like colors and references to the textures used by that material
We only read the most basic properties required for our sample
*/
void loadglTFMaterials(const tinygltf::Model& glTFModel)
{
model.materials.resize(glTFModel.materials.size());
for (size_t i = 0; i < glTFModel.materials.size(); i++) {
tinygltf::Material glTFMaterial = glTFModel.materials[i];
// Get the base color factor
if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) {
model.materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
}
// Get base color texture index
if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) {
model.materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex();
}
}
}
// Load a single glTF node
// glTF scenes are made up of nodes that contain mesh data
// This is the most basic way of loading a glTF node that ignores parent->child relations and nested matrices
void loadglTFNode(ModelNode* parent, const tinygltf::Node& glTFNode, const tinygltf::Model& glTFModel, std::vector<uint32_t>& indexBuffer, std::vector<Vertex>& vertexBuffer)
{
ModelNode node{};
node.matrix = glm::mat4(1.0f);
// Get the local node matrix
// It's either made up from translation, rotation, scale or a 4x4 matrix
if (glTFNode.translation.size() == 3) {
node.matrix = glm::translate(node.matrix, glm::vec3(glm::make_vec3(glTFNode.translation.data())));
}
if (glTFNode.rotation.size() == 4) {
glm::quat q = glm::make_quat(glTFNode.rotation.data());
node.matrix *= glm::mat4(q);
}
if (glTFNode.scale.size() == 3) {
node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(glTFNode.translation.data())));
}
if (glTFNode.matrix.size() == 16) {
node.matrix = glm::make_mat4x4(glTFNode.matrix.data());
};
// Load node's children
if (glTFNode.children.size() > 0) {
for (size_t i = 0; i < glTFNode.children.size(); i++) {
loadglTFNode(&node, glTFModel.nodes[glTFNode.children[i]], glTFModel, 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 (glTFNode.mesh > -1) {
const tinygltf::Mesh mesh = glTFModel.meshes[glTFNode.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<uint32_t>(indexBuffer.size());
uint32_t vertexStart = static_cast<uint32_t>(vertexBuffer.size());
uint32_t indexCount = 0;
// Vertices
{
const float* positionBuffer = nullptr;
const float* normalsBuffer = nullptr;
const float* texCoordsBuffer = nullptr;
size_t vertexCount = 0;
// Get buffer data for vertex normals
if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) {
const tinygltf::Accessor& accessor = glTFModel.accessors[glTFPrimitive.attributes.find("POSITION")->second];
const tinygltf::BufferView& view = glTFModel.bufferViews[accessor.bufferView];
positionBuffer = reinterpret_cast<const float*>(&(glTFModel.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 = glTFModel.accessors[glTFPrimitive.attributes.find("NORMAL")->second];
const tinygltf::BufferView& view = glTFModel.bufferViews[accessor.bufferView];
normalsBuffer = reinterpret_cast<const float*>(&(glTFModel.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 = glTFModel.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second];
const tinygltf::BufferView& view = glTFModel.bufferViews[accessor.bufferView];
texCoordsBuffer = reinterpret_cast<const float*>(&(glTFModel.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
}
// Append data to model's vertex buffer
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);
// Flip Y-Axis
vert.pos.y *= -1.0f;
vertexBuffer.push_back(vert);
}
}
// Indices
{
const tinygltf::Accessor& accessor = glTFModel.accessors[glTFPrimitive.indices];
const tinygltf::BufferView& bufferView = glTFModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = glTFModel.buffers[bufferView.buffer];
indexCount += static_cast<uint32_t>(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);
}
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);
}
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);
}
break;
}
default:
std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
return;
}
}
Primitive primitive{};
primitive.firstIndex = firstIndex;
primitive.indexCount = indexCount;
primitive.materialIndex = glTFPrimitive.material;
node.mesh.primitives.push_back(primitive);
}
}
if (parent) {
parent->children.push_back(node);
}
else {
model.nodes.push_back(node);
}
}
// @todo
void loadglTF(std::string filename)
{
tinygltf::Model gltfModel;
tinygltf::Model glTFInput;
tinygltf::TinyGLTF gltfContext;
std::string error, warning;
@ -478,22 +480,26 @@ public:
AAsset_read(asset, fileData, size);
AAsset_close(asset);
std::string baseDir;
bool fileLoaded = gltfContext.LoadASCIIFromString(&gltfModel, &error, &warning, fileData, size, baseDir);
bool fileLoaded = gltfContext.LoadASCIIFromString(&glTFInput, &error, &warning, fileData, size, baseDir);
free(fileData);
#else
bool fileLoaded = gltfContext.LoadASCIIFromFile(&gltfModel, &error, &warning, filename);
bool fileLoaded = gltfContext.LoadASCIIFromFile(&glTFInput, &error, &warning, filename);
#endif
glTFModel.vulkanDevice = vulkanDevice;
glTFModel.copyQueue = queue;
std::vector<uint32_t> indexBuffer;
std::vector<Vertex> vertexBuffer;
std::vector<VulkanglTFModel::Vertex> vertexBuffer;
if (fileLoaded) {
loadglTFImages(gltfModel);
loadglTFMaterials(gltfModel);
loadglTFTextures(gltfModel);
const tinygltf::Scene& scene = gltfModel.scenes[0];
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::Node node = gltfModel.nodes[scene.nodes[i]];
loadglTFNode(nullptr, node, gltfModel, indexBuffer, vertexBuffer);
const tinygltf::Node node = glTFInput.nodes[scene.nodes[i]];
glTFModel.loadNode(node, glTFInput, nullptr, indexBuffer, vertexBuffer);
}
}
else {
@ -502,11 +508,9 @@ public:
return;
}
size_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
size_t vertexBufferSize = vertexBuffer.size() * sizeof(VulkanglTFModel::Vertex);
size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
model.indices.count = static_cast<uint32_t>(indexBuffer.size());
//assert((vertexBufferSize > 0) && (indexBufferSize > 0));
glTFModel.indices.count = static_cast<uint32_t>(indexBuffer.size());
struct StagingBuffer {
VkBuffer buffer;
@ -537,15 +541,15 @@ public:
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBufferSize,
&model.vertices.buffer,
&model.vertices.memory));
&glTFModel.vertices.buffer,
&glTFModel.vertices.memory));
// Index buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBufferSize,
&model.indices.buffer,
&model.indices.memory));
&glTFModel.indices.buffer,
&glTFModel.indices.memory));
// Copy data from staging buffers (host) do device local buffer (gpu)
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
@ -556,7 +560,7 @@ public:
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
model.vertices.buffer,
glTFModel.vertices.buffer,
1,
&copyRegion);
@ -564,7 +568,7 @@ public:
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
model.indices.buffer,
glTFModel.indices.buffer,
1,
&copyRegion);
@ -590,10 +594,10 @@ public:
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
// One combined image sampler per model image/texture
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(model.images.size())),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(glTFModel.images.size())),
};
// One set for matrices and one per model image/texture
const uint32_t maxSetCount = static_cast<uint32_t>(model.images.size()) + 1;
const uint32_t maxSetCount = static_cast<uint32_t>(glTFModel.images.size()) + 1;
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, maxSetCount);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
@ -615,7 +619,7 @@ public:
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor);
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
// Descriptor sets for materials
for (auto& image : model.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);
@ -636,13 +640,13 @@ public:
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
// Vertex input bindings and attributes
const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
vks::initializers::vertexInputBindingDescription(0, sizeof(VulkanglTFModel::Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, normal)), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, uv)), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, color)), // Location 3: Color
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, pos)), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, normal)),// Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, uv)), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, color)), // Location 3: Color
};
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputStateCI.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());