Merge glTF scene rendering sample (#744)

* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
This commit is contained in:
Sascha Willems 2020-07-04 14:20:45 +02:00 committed by GitHub
parent 889125c377
commit e370e6d169
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44 changed files with 1389 additions and 1044 deletions

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#version 450
layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in vec4 inTangent;
layout (location = 0) out vec4 outFragColor;
layout (constant_id = 0) const bool ALPHA_MASK = false;
layout (constant_id = 1) const float ALPHA_MASK_CUTOFF = 0.0f;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
if (ALPHA_MASK) {
if (color.a < ALPHA_MASK_CUTOFF) {
discard;
}
}
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent.xyz);
vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w;
mat3 TBN = mat3(T, B, N);
N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
const float ambient = 0.1;
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), ambient).rrr;
float specular = pow(max(dot(R, V), 0.0), 32.0);
outFragColor = vec4(diffuse * color.rgb + specular, color.a);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (location = 4) in vec4 inTangent;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
vec4 lightPos;
vec4 viewPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out vec4 outTangent;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
outTangent = inTangent;
gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(primitive.model) * inNormal;
vec4 pos = primitive.model * vec4(inPos, 1.0);
outLightVec = uboScene.lightPos.xyz - pos.xyz;
outViewVec = uboScene.viewPos.xyz - pos.xyz;
}

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glslangvalidator -V scene.vert -o scene.vert.spv
glslangvalidator -V scene.frag -o scene.frag.spv

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#version 450
layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout(push_constant) uniform Material
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
float opacity;
} material;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
outFragColor = vec4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
}

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@ -1,42 +0,0 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
mat4 modelView = ubo.view * ubo.model;
gl_Position = ubo.projection * modelView * vec4(inPos.xyz, 1.0);
vec4 pos = modelView * vec4(inPos, 0.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - (ubo.model * vec4(inPos, 1.0)).xyz;
outViewVec = -(ubo.model * vec4(inPos, 1.0)).xyz;
}

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@ -3,6 +3,11 @@
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
struct PushConsts {
float4x4 model;
};
[[vk::push_constant]] PushConsts primitive;
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
Texture2D textureNormalMap : register(t1, space1);
SamplerState samplerNormalMap : register(s1, space1);
[[vk::constant_id(0)]] const bool ALPHA_MASK = false;
[[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0;
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
[[vk::location(5)]] float4 Tangent : TEXCOORD3;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
if (ALPHA_MASK) {
if (color.a < ALPHA_MASK_CUTOFF) {
discard;
}
}
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent.xyz);
float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
float3x3 TBN = float3x3(T, B, N);
N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
const float ambient = 0.1;
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), ambient).rrr;
float3 specular = pow(max(dot(R, V), 0.0), 32.0);
return float4(diffuse * color.rgb + specular, color.a);
}

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@ -6,17 +6,23 @@ struct VSInput
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
[[vk::location(4)]] float4 Tangent : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 viewPos;
};
cbuffer ubo : register(b0) { UBO ubo; };
struct PushConsts {
float4x4 model;
};
[[vk::push_constant]] PushConsts primitive;
struct VSOutput
{
float4 Pos : SV_POSITION;
@ -25,6 +31,7 @@ struct VSOutput
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
[[vk::location(5)]] float4 Tangent : TEXCOORD3;
};
VSOutput main(VSInput input)
@ -33,15 +40,15 @@ VSOutput main(VSInput input)
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Tangent = input.Tangent;
float4x4 modelView = mul(ubo.view, ubo.model);
float4x4 modelView = mul(ubo.view, primitive.model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(modelView, float4(input.Pos, 0.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
output.LightVec = lPos - mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.ViewVec = -mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Normal = mul((float3x3)primitive.model, input.Normal);
float4 pos = mul(primitive.model, float4(input.Pos, 1.0));
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
struct Material
{
float4 ambient;
float4 diffuse;
float4 specular;
float opacity;
};
[[vk::push_constant]] Material material;
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
return float4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
}