Slightly reworked glTF samples

Parent matrices are now applied (where available)
Now more in line with the base code glTF loader
Refs #964
This commit is contained in:
Sascha Willems 2022-08-06 10:16:54 +02:00
parent 465c18862c
commit f084d6093c
11 changed files with 71 additions and 50 deletions

View file

@ -1,7 +1,7 @@
/*
* Vulkan Example - Scene rendering
*
* Copyright (C) 2020-2021 by Sascha Willems - www.saschawillems.de
* Copyright (C) 2020-202- by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*
@ -20,6 +20,9 @@
VulkanglTFScene::~VulkanglTFScene()
{
for (auto node : nodes) {
delete node;
}
// Release all Vulkan resources allocated for the model
vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
@ -87,30 +90,31 @@ void VulkanglTFScene::loadMaterials(tinygltf::Model& input)
void VulkanglTFScene::loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFScene::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFScene::Vertex>& vertexBuffer)
{
VulkanglTFScene::Node node{};
node.name = inputNode.name;
VulkanglTFScene::Node* node = new VulkanglTFScene::Node{};
node->name = inputNode.name;
node->parent = parent;
// Get the local node matrix
// It's either made up from translation, rotation, scale or a 4x4 matrix
node.matrix = glm::mat4(1.0f);
node->matrix = glm::mat4(1.0f);
if (inputNode.translation.size() == 3) {
node.matrix = glm::translate(node.matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
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);
node->matrix *= glm::mat4(q);
}
if (inputNode.scale.size() == 3) {
node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
node->matrix = glm::scale(node->matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
}
if (inputNode.matrix.size() == 16) {
node.matrix = glm::make_mat4x4(inputNode.matrix.data());
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);
loadNode(input.nodes[inputNode.children[i]], input, node, indexBuffer, vertexBuffer);
}
}
@ -210,7 +214,7 @@ void VulkanglTFScene::loadNode(const tinygltf::Node& inputNode, const tinygltf::
primitive.firstIndex = firstIndex;
primitive.indexCount = indexCount;
primitive.materialIndex = glTFPrimitive.material;
node.mesh.primitives.push_back(primitive);
node->mesh.primitives.push_back(primitive);
}
}
@ -232,23 +236,23 @@ VkDescriptorImageInfo VulkanglTFScene::getTextureDescriptor(const size_t index)
*/
// Draw a single node including child nodes (if present)
void VulkanglTFScene::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFScene::Node node)
void VulkanglTFScene::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFScene::Node* node)
{
if (!node.visible) {
if (!node->visible) {
return;
}
if (node.mesh.primitives.size() > 0) {
if (node->mesh.primitives.size() > 0) {
// Pass the node's matrix via push constants
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
glm::mat4 nodeMatrix = node.matrix;
VulkanglTFScene::Node* currentParent = node.parent;
glm::mat4 nodeMatrix = node->matrix;
VulkanglTFScene::Node* currentParent = node->parent;
while (currentParent) {
nodeMatrix = currentParent->matrix * nodeMatrix;
currentParent = currentParent->parent;
}
// Pass the final matrix to the vertex shader using push constants
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
for (VulkanglTFScene::Primitive& primitive : node.mesh.primitives) {
for (VulkanglTFScene::Primitive& primitive : node->mesh.primitives) {
if (primitive.indexCount > 0) {
VulkanglTFScene::Material& material = materials[primitive.materialIndex];
// POI: Bind the pipeline for the node's material
@ -258,7 +262,7 @@ void VulkanglTFScene::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p
}
}
}
for (auto& child : node.children) {
for (auto& child : node->children) {
drawNode(commandBuffer, pipelineLayout, child);
}
}
@ -641,21 +645,21 @@ void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay* overlay)
if (overlay->header("Visibility")) {
if (overlay->button("All")) {
std::for_each(glTFScene.nodes.begin(), glTFScene.nodes.end(), [](VulkanglTFScene::Node &node) { node.visible = true; });
std::for_each(glTFScene.nodes.begin(), glTFScene.nodes.end(), [](VulkanglTFScene::Node* node) { node->visible = true; });
buildCommandBuffers();
}
ImGui::SameLine();
if (overlay->button("None")) {
std::for_each(glTFScene.nodes.begin(), glTFScene.nodes.end(), [](VulkanglTFScene::Node &node) { node.visible = false; });
std::for_each(glTFScene.nodes.begin(), glTFScene.nodes.end(), [](VulkanglTFScene::Node* node) { node->visible = false; });
buildCommandBuffers();
}
ImGui::NewLine();
// POI: Create a list of glTF nodes for visibility toggle
ImGui::BeginChild("#nodelist", ImVec2(200.0f * overlay->scale, 340.0f * overlay->scale), false);
for (auto &node : glTFScene.nodes)
for (auto& node : glTFScene.nodes)
{
if (overlay->checkBox(node.name.c_str(), &node.visible))
if (overlay->checkBox(node->name.c_str(), &node->visible))
{
buildCommandBuffers();
}

View file

@ -1,7 +1,7 @@
/*
* Vulkan Example - Scene rendering
*
* Copyright (C) 2020 by Sascha Willems - www.saschawillems.de
* Copyright (C) 2020-2022 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*
@ -76,11 +76,16 @@ public:
// A node represents an object in the glTF scene graph
struct Node {
Node* parent;
std::vector<Node> children;
std::vector<Node*> children;
Mesh mesh;
glm::mat4 matrix;
std::string name;
bool visible = true;
~Node() {
for (auto& child : children) {
delete child;
}
}
};
// A glTF material stores information in e.g. the texture that is attached to it and colors
@ -113,7 +118,7 @@ public:
std::vector<Image> images;
std::vector<Texture> textures;
std::vector<Material> materials;
std::vector<Node> nodes;
std::vector<Node*> nodes;
std::string path;
@ -123,7 +128,7 @@ public:
void loadTextures(tinygltf::Model& input);
void loadMaterials(tinygltf::Model& input);
void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFScene::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFScene::Vertex>& vertexBuffer);
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFScene::Node node);
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFScene::Node* node);
void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
};