Self-contained model loading for better comprehensibility, code cleanup and refactoring
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1 changed files with 132 additions and 150 deletions
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@ -18,10 +18,16 @@
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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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#include "VulkanTexture.hpp"
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#include "vulkanbuffer.hpp"
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#include "VulkanTexture.hpp"
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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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@ -37,15 +43,15 @@ struct Vertex {
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uint32_t boneIDs[4];
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};
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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vkMeshLoader::VERTEX_LAYOUT_COLOR,
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vkMeshLoader::VERTEX_LAYOUT_DUMMY_VEC4,
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vkMeshLoader::VERTEX_LAYOUT_DUMMY_VEC4
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};
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_COLOR,
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vks::VERTEX_COMPONENT_DUMMY_VEC4,
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vks::VERTEX_COMPONENT_DUMMY_VEC4,
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});
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// Maximum number of bones per mesh
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// Must not be higher than same const in skinning shader
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@ -112,20 +118,21 @@ public:
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aiAnimation* pAnimation;
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// Vulkan buffers
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vkMeshLoader::MeshBuffer meshBuffer;
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// Reference to assimp mesh
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// Required for animation
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VulkanMeshLoader *meshLoader;
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vks::Model vertexBuffer;
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// Store reference to the ASSIMP scene for accessing properties of it during animation
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Assimp::Importer Importer;
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const aiScene* scene;
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// Set active animation by index
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void setAnimation(uint32_t animationIndex)
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{
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assert(animationIndex < meshLoader->pScene->mNumAnimations);
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pAnimation = meshLoader->pScene->mAnimations[animationIndex];
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assert(animationIndex < scene->mNumAnimations);
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pAnimation = scene->mAnimations[animationIndex];
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}
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// Load bone information from ASSIMP mesh
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void loadBones(uint32_t meshIndex, const aiMesh* pMesh, std::vector<VertexBoneData>& Bones)
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void loadBones(const aiMesh* pMesh, uint32_t vertexOffset, std::vector<VertexBoneData>& Bones)
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{
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for (uint32_t i = 0; i < pMesh->mNumBones; i++)
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{
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@ -152,7 +159,7 @@ public:
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for (uint32_t j = 0; j < pMesh->mBones[i]->mNumWeights; j++)
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{
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uint32_t vertexID = meshLoader->m_Entries[meshIndex].vertexBase + pMesh->mBones[i]->mWeights[j].mVertexId;
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uint32_t vertexID = vertexOffset + pMesh->mBones[i]->mWeights[j].mVertexId;
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Bones[vertexID].add(index, pMesh->mBones[i]->mWeights[j].mWeight);
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}
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}
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@ -162,12 +169,12 @@ public:
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// Recursive bone transformation for given animation time
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void update(float time)
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{
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float TicksPerSecond = (float)(meshLoader->pScene->mAnimations[0]->mTicksPerSecond != 0 ? meshLoader->pScene->mAnimations[0]->mTicksPerSecond : 25.0f);
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float TicksPerSecond = (float)(scene->mAnimations[0]->mTicksPerSecond != 0 ? scene->mAnimations[0]->mTicksPerSecond : 25.0f);
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float TimeInTicks = time * TicksPerSecond;
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float AnimationTime = fmod(TimeInTicks, (float)meshLoader->pScene->mAnimations[0]->mDuration);
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float AnimationTime = fmod(TimeInTicks, (float)scene->mAnimations[0]->mDuration);
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aiMatrix4x4 identity = aiMatrix4x4();
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readNodeHierarchy(AnimationTime, meshLoader->pScene->mRootNode, identity);
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readNodeHierarchy(AnimationTime, scene->mRootNode, identity);
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for (uint32_t i = 0; i < boneTransforms.size(); i++)
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{
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@ -175,6 +182,12 @@ public:
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}
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}
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~SkinnedMesh()
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{
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vertexBuffer.vertices.destroy();
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vertexBuffer.indices.destroy();
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}
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private:
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// Find animation for a given node
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const aiNodeAnim* findNodeAnim(const aiAnimation* animation, const std::string nodeName)
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@ -344,12 +357,6 @@ public:
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vks::Texture2D floor;
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} textures;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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SkinnedMesh *skinnedMesh = nullptr;
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struct {
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@ -381,8 +388,8 @@ public:
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} pipelines;
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struct {
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vkMeshLoader::MeshBuffer floor;
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} meshes;
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vks::Model floor;
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} models;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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@ -422,10 +429,7 @@ public:
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uniformBuffers.mesh.destroy();
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uniformBuffers.floor.destroy();
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// Destroy and free mesh resources
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vkMeshLoader::freeMeshBufferResources(device, &meshes.floor);
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vkMeshLoader::freeMeshBufferResources(device, &skinnedMesh->meshBuffer);
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delete(skinnedMesh->meshLoader);
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models.floor.destroy();
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delete(skinnedMesh);
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}
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@ -466,17 +470,17 @@ public:
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skinning);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &skinnedMesh->meshBuffer.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], skinnedMesh->meshBuffer.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], skinnedMesh->meshBuffer.indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &skinnedMesh->vertexBuffer.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], skinnedMesh->vertexBuffer.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], skinnedMesh->vertexBuffer.indexCount, 1, 0, 0, 0);
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// Floor
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.floor, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.texture);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.floor.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.floor.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.floor.indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.floor.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.floor.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.floor.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -485,73 +489,92 @@ public:
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}
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// Load a mesh based on data read via assimp
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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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skinnedMesh = new SkinnedMesh();
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skinnedMesh->meshLoader = new VulkanMeshLoader(vulkanDevice);
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std::string filename = getAssetPath() + "models/goblin.dae";
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#if defined(__ANDROID__)
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skinnedMesh->meshLoader->assetManager = androidApp->activity->assetManager;
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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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skinnedMesh->scene = skinnedMesh->Importer.ReadFileFromMemory(meshData, size, 0);
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free(meshData);
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#else
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skinnedMesh->scene = skinnedMesh->Importer.ReadFile(filename.c_str(), 0);
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#endif
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skinnedMesh->meshLoader->LoadMesh(getAssetPath() + "models/goblin.dae", 0);
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skinnedMesh->setAnimation(0);
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// Setup bones
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// One vertex bone info structure per vertex
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skinnedMesh->bones.resize(skinnedMesh->meshLoader->numVertices);
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uint32_t vertexCount(0);
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for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
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vertexCount += skinnedMesh->scene->mMeshes[m]->mNumVertices;
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};
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skinnedMesh->bones.resize(vertexCount);
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// Store global inverse transform matrix of root node
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skinnedMesh->globalInverseTransform = skinnedMesh->meshLoader->pScene->mRootNode->mTransformation;
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skinnedMesh->globalInverseTransform = skinnedMesh->scene->mRootNode->mTransformation;
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skinnedMesh->globalInverseTransform.Inverse();
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// Load bones (weights and IDs)
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for (uint32_t m = 0; m < skinnedMesh->meshLoader->m_Entries.size(); m++)
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{
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aiMesh *paiMesh = skinnedMesh->meshLoader->pScene->mMeshes[m];
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if (paiMesh->mNumBones > 0)
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{
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skinnedMesh->loadBones(m, paiMesh, skinnedMesh->bones);
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uint32_t vertexBase(0);
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for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
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aiMesh *paiMesh = skinnedMesh->scene->mMeshes[m];
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if (paiMesh->mNumBones > 0) {
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skinnedMesh->loadBones(paiMesh, vertexBase, skinnedMesh->bones);
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}
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vertexBase += skinnedMesh->scene->mMeshes[m]->mNumVertices;
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}
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// Generate vertex buffer
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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 < skinnedMesh->meshLoader->m_Entries.size(); m++)
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{
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for (uint32_t i = 0; i < skinnedMesh->meshLoader->m_Entries[m].Vertices.size(); i++)
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{
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// Iterate through all meshes in the file and extract the vertex information used in this demo
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vertexBase = 0;
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for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
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for (uint32_t v = 0; v < skinnedMesh->scene->mMeshes[m]->mNumVertices; v++) {
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Vertex vertex;
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vertex.pos = skinnedMesh->meshLoader->m_Entries[m].Vertices[i].m_pos;
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vertex.pos.y = -vertex.pos.y;
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vertex.normal = skinnedMesh->meshLoader->m_Entries[m].Vertices[i].m_normal;
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vertex.uv = skinnedMesh->meshLoader->m_Entries[m].Vertices[i].m_tex;
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vertex.color = skinnedMesh->meshLoader->m_Entries[m].Vertices[i].m_color;
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vertex.pos = glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mVertices[v].x);
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vertex.normal = glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mNormals[v].x);
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vertex.uv = glm::make_vec2(&skinnedMesh->scene->mMeshes[m]->mTextureCoords[0][v].x);
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vertex.color = (skinnedMesh->scene->mMeshes[m]->HasVertexColors(0)) ? glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mColors[0][v].r) : glm::vec3(1.0f);
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// Fetch bone weights and IDs
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for (uint32_t j = 0; j < MAX_BONES_PER_VERTEX; j++)
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{
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vertex.boneWeights[j] = skinnedMesh->bones[skinnedMesh->meshLoader->m_Entries[m].vertexBase + i].weights[j];
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vertex.boneIDs[j] = skinnedMesh->bones[skinnedMesh->meshLoader->m_Entries[m].vertexBase + i].IDs[j];
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for (uint32_t j = 0; j < MAX_BONES_PER_VERTEX; j++) {
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vertex.boneWeights[j] = skinnedMesh->bones[vertexBase + v].weights[j];
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vertex.boneIDs[j] = skinnedMesh->bones[vertexBase + v].IDs[j];
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}
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vertexBuffer.push_back(vertex);
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}
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vertexBase += skinnedMesh->scene->mMeshes[m]->mNumVertices;
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}
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VkDeviceSize vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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// Generate index buffer from loaded mesh file
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < skinnedMesh->meshLoader->m_Entries.size(); m++)
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{
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for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
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uint32_t indexBase = static_cast<uint32_t>(indexBuffer.size());
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for (uint32_t i = 0; i < skinnedMesh->meshLoader->m_Entries[m].Indices.size(); i++)
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{
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indexBuffer.push_back(skinnedMesh->meshLoader->m_Entries[m].Indices[i] + indexBase);
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for (uint32_t f = 0; f < skinnedMesh->scene->mMeshes[m]->mNumFaces; f++) {
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for (uint32_t i = 0; i < 3; i++)
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{
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indexBuffer.push_back(skinnedMesh->scene->mMeshes[m]->mFaces[f].mIndices[i] + indexBase);
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}
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}
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}
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VkDeviceSize indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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skinnedMesh->meshBuffer.indexCount = indexBuffer.size();
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skinnedMesh->vertexBuffer.indexCount = static_cast<uint32_t>(indexBuffer.size());
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struct {
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VkBuffer buffer;
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@ -581,16 +604,14 @@ public:
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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vertexBufferSize,
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&skinnedMesh->meshBuffer.vertices.buf,
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&skinnedMesh->meshBuffer.vertices.mem));
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&skinnedMesh->vertexBuffer.vertices,
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vertexBufferSize));
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// Index buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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indexBufferSize,
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&skinnedMesh->meshBuffer.indices.buf,
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&skinnedMesh->meshBuffer.indices.mem));
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&skinnedMesh->vertexBuffer.indices,
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indexBufferSize));
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// Copy from staging buffers
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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vkCmdCopyBuffer(
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copyCmd,
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vertexStaging.buffer,
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skinnedMesh->meshBuffer.vertices.buf,
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skinnedMesh->vertexBuffer.vertices.buffer,
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1,
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©Region);
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@ -609,7 +630,7 @@ public:
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vkCmdCopyBuffer(
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copyCmd,
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indexStaging.buffer,
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skinnedMesh->meshBuffer.indices.buf,
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skinnedMesh->vertexBuffer.indices.buffer,
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1,
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©Region);
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@ -625,70 +646,7 @@ public:
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{
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textures.colorMap.loadFromFile(getAssetPath() + "textures/goblin_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.floor.loadFromFile(getAssetPath() + "textures/trail_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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VulkanExampleBase::loadMesh(getAssetPath() + "models/plane_z.obj", &meshes.floor, vertexLayout, 512.0f);
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}
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void setupVertexDescriptions()
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{
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// Binding description
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vkTools::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(6);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vkTools::initializers::vertexInputAttributeDescription(
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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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// 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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// 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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// 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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// Location 4 : Bone weights
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vertices.attributeDescriptions[4] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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4,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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sizeof(float) * 11);
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// Location 5 : Bone IDs
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vertices.attributeDescriptions[5] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
5,
|
||||
VK_FORMAT_R32G32B32A32_SINT,
|
||||
sizeof(float) * 15);
|
||||
|
||||
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
||||
models.floor.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 512.0f, vulkanDevice, queue);
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
|
|
@ -852,16 +810,12 @@ public:
|
|||
// Skinned rendering pipeline
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
pipelineLayout,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
|
|
@ -869,11 +823,40 @@ public:
|
|||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
// Shared vertex inputs
|
||||
|
||||
// Binding description
|
||||
VkVertexInputBindingDescription vertexInputBinding =
|
||||
vkTools::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX);
|
||||
|
||||
// Attribute descriptions
|
||||
// Describes memory layout and shader positions
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32A32_SFLOAT, sizeof(float) * 11), // Location 4: Bone weights
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 5, VK_FORMAT_R32G32B32A32_SINT, sizeof(float) * 15), // Location 5: Bone IDs
|
||||
};
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = 1;
|
||||
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||
|
||||
// Skinned mesh rendering pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skinning));
|
||||
|
||||
// Environment rendering pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/skeletalanimation/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/skeletalanimation/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.texture));
|
||||
|
|
@ -960,7 +943,6 @@ public:
|
|||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
loadMesh();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue