Self-contained model loading (from ASSIMP) for better comprehensibility
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1 changed files with 74 additions and 35 deletions
109
mesh/mesh.cpp
109
mesh/mesh.cpp
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@ -16,6 +16,12 @@
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/cimport.h>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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@ -181,45 +187,80 @@ public:
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// The other example will use the VulkanMesh loader which has some additional functionality for loading meshes
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void loadMesh()
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{
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VulkanMeshLoader *meshLoader = new VulkanMeshLoader(vulkanDevice);
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#if defined(__ANDROID__)
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meshLoader->assetManager = androidApp->activity->assetManager;
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#endif
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meshLoader->LoadMesh(getAssetPath() + "models/voyager/voyager.dae");
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std::string filename = getAssetPath() + "models/voyager/voyager.dae";
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// Generate vertex buffer
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// Load the model from file using ASSIMP
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const aiScene* scene;
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Assimp::Importer Importer;
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// Flags for loading the mesh
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static const int assimpFlags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices;
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#if defined(__ANDROID__)
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// Meshes are stored inside the apk on Android (compressed)
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// So they need to be loaded via the asset manager
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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void *meshData = malloc(size);
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AAsset_read(asset, meshData, size);
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AAsset_close(asset);
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scene = Importer.ReadFileFromMemory(meshData, size, assimpFlags);
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free(meshData);
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#else
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scene = Importer.ReadFile(filename.c_str(), assimpFlags);
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#endif
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// Generate vertex buffer from ASSIMP scene data
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float scale = 1.0f;
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std::vector<Vertex> vertexBuffer;
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// Iterate through all meshes in the file
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// and extract the vertex information used in this demo
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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// Iterate through all meshes in the file and extract the vertex components
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for (uint32_t m = 0; m < scene->mNumMeshes; m++)
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{
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++)
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for (uint32_t v = 0; v < scene->mMeshes[m]->mNumVertices; v++)
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{
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Vertex vertex;
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vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale;
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vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal;
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vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex;
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vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color;
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// Use glm make_* functions to convert ASSIMP vectors to glm vectors
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vertex.pos = glm::make_vec3(&scene->mMeshes[m]->mVertices[v].x) * scale;
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vertex.normal = glm::make_vec3(&scene->mMeshes[m]->mNormals[v].x);
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// Texture coordinates and colors may have multiple channels, we only use the first [0] one
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vertex.uv = glm::make_vec2(&scene->mMeshes[m]->mTextureCoords[0][v].x);
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// Mesh may not have vertex colors
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vertex.color = (scene->mMeshes[m]->HasVertexColors(0)) ? glm::make_vec3(&scene->mMeshes[m]->mColors[0][v].r) : glm::vec3(1.0f);
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// Vulkan uses a right-handed NDC (contrary to OpenGL), so simply flip Y-Axis
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vertex.pos.y *= -1.0f;
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vertexBuffer.push_back(vertex);
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}
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}
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uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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size_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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// Generate index buffer from loaded mesh file
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// Generate index buffer from ASSIMP scene data
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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for (uint32_t m = 0; m < scene->mNumMeshes; m++)
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{
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uint32_t indexBase = indexBuffer.size();
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++)
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uint32_t indexBase = static_cast<uint32_t>(indexBuffer.size());
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for (uint32_t f = 0; f < scene->mMeshes[m]->mNumFaces; f++)
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{
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indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase);
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// We assume that all faces are triangulated
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for (uint32_t i = 0; i < 3; i++)
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{
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indexBuffer.push_back(scene->mMeshes[m]->mFaces[f].mIndices[i] + indexBase);
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}
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}
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}
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uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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mesh.indices.count = indexBuffer.size();
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size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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mesh.indices.count = static_cast<uint32_t>(indexBuffer.size());
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// Static mesh should always be device local
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@ -313,8 +354,6 @@ public:
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&mesh.indices.mem,
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indexBuffer.data()));
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}
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delete(meshLoader);
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}
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void loadAssets()
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@ -341,33 +380,33 @@ public:
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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offsetof(Vertex, pos));
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// Location 1 : Normal
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vertices.attributeDescriptions[1] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 3);
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offsetof(Vertex, normal));
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// Location 2 : Texture coordinates
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vertices.attributeDescriptions[2] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 6);
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offsetof(Vertex, uv));
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// Location 3 : Color
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vertices.attributeDescriptions[3] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 8);
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offsetof(Vertex, color));
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vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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@ -382,7 +421,7 @@ public:
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
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1);
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@ -408,7 +447,7 @@ public:
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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@ -452,7 +491,7 @@ public:
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&texDescriptor)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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@ -501,7 +540,7 @@ public:
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VkPipelineDynamicStateCreateInfo dynamicState =
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vkTools::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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static_cast<uint32_t>(dynamicStateEnables.size()),
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0);
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// Solid rendering pipeline
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@ -525,7 +564,7 @@ public:
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
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