Skeletalanimation fix (#671)
* Fixed anc code cleanup for skeletal animation Refs #669 * Fix android build
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11 changed files with 26 additions and 37 deletions
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@ -1,4 +0,0 @@
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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glslangvalidator -V texture.vert -o texture.vert.spv
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glslangvalidator -V texture.frag -o texture.frag.spv
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@ -18,7 +18,7 @@ void main()
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vec3 L = normalize(inLightVec);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);// * inColor;
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vec3 diffuse = max(dot(N, L), 0.1) * vec3(1.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.5);
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.5);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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}
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@ -43,7 +43,7 @@ void main()
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gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model * boneTransform))) * inNormal;
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outNormal = mat3(boneTransform) * inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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}
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@ -7,8 +7,8 @@ layout (location = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 model;
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mat4 view;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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vec4 lightPos;
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vec4 viewPos;
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vec4 viewPos;
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vec2 uvOffset;
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vec2 uvOffset;
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@ -30,7 +30,7 @@ void main()
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vec4 pos = vec4(inPos, 1.0);
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vec4 pos = vec4(inPos, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos);
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outNormal = mat3(ubo.model) * inNormal;
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outNormal = inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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}
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@ -365,7 +365,7 @@ public:
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shaderStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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shaderStage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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shaderStage.module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/computeheadless/headless.comp.spv".c_str(), device);
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shaderStage.module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/computeheadless/headless.comp.spv").c_str(), device);
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#else
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#else
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shaderStage.module = vks::tools::loadShader((getAssetPath() + "shaders/computeheadless/headless.comp.spv").c_str(), device);
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shaderStage.module = vks::tools::loadShader((getAssetPath() + "shaders/computeheadless/headless.comp.spv").c_str(), device);
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#endif
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#endif
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@ -598,8 +598,8 @@ public:
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].pName = "main";
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shaderStages[1].pName = "main";
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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shaderStages[0].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.vert.spv".c_str(), device);
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shaderStages[0].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.frag.spv".c_str(), device);
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shaderStages[1].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.frag.spv").c_str(), device);
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#else
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#else
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shaderStages[0].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[0].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.frag.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.frag.spv").c_str(), device);
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@ -367,8 +367,8 @@ public:
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struct {
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struct {
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glm::mat4 projection;
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::mat4 view;
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glm::mat4 model;
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glm::mat4 bones[MAX_BONES];
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glm::mat4 bones[MAX_BONES];
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glm::vec4 lightPos = glm::vec4(0.0f, -250.0f, 250.0f, 1.0);
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glm::vec4 lightPos = glm::vec4(0.0f, -250.0f, 250.0f, 1.0);
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glm::vec4 viewPos;
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glm::vec4 viewPos;
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@ -376,8 +376,8 @@ public:
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struct {
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struct {
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glm::mat4 projection;
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::mat4 view;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(0.0, 0.0f, -25.0f, 1.0);
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glm::vec4 lightPos = glm::vec4(0.0, 0.0f, -25.0f, 1.0);
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glm::vec4 viewPos;
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glm::vec4 viewPos;
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glm::vec2 uvOffset;
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glm::vec2 uvOffset;
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@ -405,13 +405,13 @@ public:
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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{
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zoom = -150.0f;
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zoomSpeed = 2.5f;
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rotationSpeed = 0.5f;
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rotation = { -182.5f, -38.5f, 180.0f };
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title = "Skeletal animation (GPU skinning)";
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title = "Skeletal animation (GPU skinning)";
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cameraPos = { 0.0f, 0.0f, 12.0f };
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settings.overlay = true;
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settings.overlay = true;
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 512.0f);
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camera.setRotation(glm::vec3(-182.5f, -38.5f, 180.0f));
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camera.setRotation(glm::vec3(0.0f, 135.0f, 0.0f));
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camera.setPosition(glm::vec3(0.0f, 0.0f, -20.0f));
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}
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}
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~VulkanExample()
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~VulkanExample()
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@ -933,27 +933,20 @@ public:
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{
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{
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if (viewChanged)
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if (viewChanged)
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{
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{
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 1024.0f);
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const glm::vec3 scale = glm::vec3(0.0025f);
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glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
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uboVS.projection = camera.matrices.perspective;
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viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.view = camera.matrices.view;
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viewMatrix = glm::scale(viewMatrix, glm::vec3(0.025f));
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uboVS.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
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uboVS.model = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::scale(uboVS.model, scale);
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uboVS.view = viewMatrix * glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
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uboFloor.projection = camera.matrices.perspective;
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uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboFloor.view = camera.matrices.view;
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uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
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uboFloor.model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 4.5f, 0.0f));
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uboVS.view = glm::rotate(uboVS.view, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
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uboFloor.model = glm::rotate(uboFloor.model, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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uboFloor.model = glm::scale(uboFloor.model, scale);
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uboVS.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
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uboFloor.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
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uboFloor.projection = uboVS.projection;
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uboFloor.view = viewMatrix;
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uboFloor.model = glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
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uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
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uboFloor.model = glm::rotate(uboFloor.model, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
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uboFloor.model = glm::translate(uboFloor.model, glm::vec3(0.0f, 0.0f, -1800.0f));
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uboFloor.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
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}
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}
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// Update bones
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// Update bones
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