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:
parent
465c18862c
commit
f084d6093c
11 changed files with 71 additions and 50 deletions
|
|
@ -17,7 +17,7 @@ void main()
|
||||||
vec3 N = normalize(inNormal);
|
vec3 N = normalize(inNormal);
|
||||||
vec3 L = normalize(inLightVec);
|
vec3 L = normalize(inLightVec);
|
||||||
vec3 V = normalize(inViewVec);
|
vec3 V = normalize(inViewVec);
|
||||||
vec3 R = reflect(-L, N);
|
vec3 R = reflect(L, N);
|
||||||
vec3 diffuse = max(dot(N, L), 0.15) * inColor;
|
vec3 diffuse = max(dot(N, L), 0.15) * inColor;
|
||||||
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
||||||
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
|
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -10,6 +10,7 @@ layout (set = 0, binding = 0) uniform UBOScene
|
||||||
mat4 projection;
|
mat4 projection;
|
||||||
mat4 view;
|
mat4 view;
|
||||||
vec4 lightPos;
|
vec4 lightPos;
|
||||||
|
vec4 viewPos;
|
||||||
} uboScene;
|
} uboScene;
|
||||||
|
|
||||||
layout(push_constant) uniform PushConsts {
|
layout(push_constant) uniform PushConsts {
|
||||||
|
|
@ -32,6 +33,6 @@ void main()
|
||||||
vec4 pos = uboScene.view * vec4(inPos, 1.0);
|
vec4 pos = uboScene.view * vec4(inPos, 1.0);
|
||||||
outNormal = mat3(uboScene.view) * inNormal;
|
outNormal = mat3(uboScene.view) * inNormal;
|
||||||
vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
|
vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
|
||||||
outLightVec = lPos - pos.xyz;
|
outLightVec = uboScene.lightPos.xyz - pos.xyz;
|
||||||
outViewVec = -pos.xyz;
|
outViewVec = uboScene.viewPos.xyz - pos.xyz;
|
||||||
}
|
}
|
||||||
Binary file not shown.
|
|
@ -24,7 +24,7 @@ float4 main(VSOutput input) : SV_TARGET
|
||||||
float3 N = normalize(input.Normal);
|
float3 N = normalize(input.Normal);
|
||||||
float3 L = normalize(input.LightVec);
|
float3 L = normalize(input.LightVec);
|
||||||
float3 V = normalize(input.ViewVec);
|
float3 V = normalize(input.ViewVec);
|
||||||
float3 R = reflect(-L, N);
|
float3 R = reflect(L, N);
|
||||||
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
|
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
|
||||||
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
|
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
|
||||||
return float4(diffuse * color.rgb + specular, 1.0);
|
return float4(diffuse * color.rgb + specular, 1.0);
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -13,6 +13,7 @@ struct UBO
|
||||||
float4x4 projection;
|
float4x4 projection;
|
||||||
float4x4 view;
|
float4x4 view;
|
||||||
float4 lightPos;
|
float4 lightPos;
|
||||||
|
float4 viewPos;
|
||||||
};
|
};
|
||||||
|
|
||||||
cbuffer ubo : register(b0) { UBO ubo; }
|
cbuffer ubo : register(b0) { UBO ubo; }
|
||||||
|
|
@ -42,8 +43,7 @@ VSOutput main(VSInput input)
|
||||||
|
|
||||||
float4 pos = mul(ubo.view, float4(input.Pos, 1.0));
|
float4 pos = mul(ubo.view, float4(input.Pos, 1.0));
|
||||||
output.Normal = mul((float3x3)ubo.view, input.Normal);
|
output.Normal = mul((float3x3)ubo.view, input.Normal);
|
||||||
float3 lPos = mul((float3x3)ubo.view, ubo.lightPos.xyz);
|
output.LightVec = ubo.lightPos.xyz - pos.xyz;
|
||||||
output.LightVec = lPos - pos.xyz;
|
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
|
||||||
output.ViewVec = -pos.xyz;
|
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
Binary file not shown.
|
|
@ -1,7 +1,7 @@
|
||||||
/*
|
/*
|
||||||
* Vulkan Example - glTF scene loading and rendering
|
* Vulkan Example - glTF scene loading and rendering
|
||||||
*
|
*
|
||||||
* Copyright (C) 2020-2021 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)
|
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
|
||||||
*/
|
*/
|
||||||
|
|
@ -78,9 +78,14 @@ public:
|
||||||
// A node represents an object in the glTF scene graph
|
// A node represents an object in the glTF scene graph
|
||||||
struct Node {
|
struct Node {
|
||||||
Node* parent;
|
Node* parent;
|
||||||
std::vector<Node> children;
|
std::vector<Node*> children;
|
||||||
Mesh mesh;
|
Mesh mesh;
|
||||||
glm::mat4 matrix;
|
glm::mat4 matrix;
|
||||||
|
~Node() {
|
||||||
|
for (auto& child : children) {
|
||||||
|
delete child;
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
// A glTF material stores information in e.g. the texture that is attached to it and colors
|
// A glTF material stores information in e.g. the texture that is attached to it and colors
|
||||||
|
|
@ -109,10 +114,13 @@ public:
|
||||||
std::vector<Image> images;
|
std::vector<Image> images;
|
||||||
std::vector<Texture> textures;
|
std::vector<Texture> textures;
|
||||||
std::vector<Material> materials;
|
std::vector<Material> materials;
|
||||||
std::vector<Node> nodes;
|
std::vector<Node*> nodes;
|
||||||
|
|
||||||
~VulkanglTFModel()
|
~VulkanglTFModel()
|
||||||
{
|
{
|
||||||
|
for (auto node : nodes) {
|
||||||
|
delete node;
|
||||||
|
}
|
||||||
// Release all Vulkan resources allocated for the model
|
// Release all Vulkan resources allocated for the model
|
||||||
vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
|
vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
|
||||||
vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
|
vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
|
||||||
|
|
@ -195,29 +203,30 @@ public:
|
||||||
|
|
||||||
void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
|
void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
|
||||||
{
|
{
|
||||||
VulkanglTFModel::Node node{};
|
VulkanglTFModel::Node* node = new VulkanglTFModel::Node{};
|
||||||
node.matrix = glm::mat4(1.0f);
|
node->matrix = glm::mat4(1.0f);
|
||||||
|
node->parent = parent;
|
||||||
|
|
||||||
// Get the local node matrix
|
// Get the local node matrix
|
||||||
// It's either made up from translation, rotation, scale or a 4x4 matrix
|
// It's either made up from translation, rotation, scale or a 4x4 matrix
|
||||||
if (inputNode.translation.size() == 3) {
|
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) {
|
if (inputNode.rotation.size() == 4) {
|
||||||
glm::quat q = glm::make_quat(inputNode.rotation.data());
|
glm::quat q = glm::make_quat(inputNode.rotation.data());
|
||||||
node.matrix *= glm::mat4(q);
|
node->matrix *= glm::mat4(q);
|
||||||
}
|
}
|
||||||
if (inputNode.scale.size() == 3) {
|
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) {
|
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
|
// Load node's children
|
||||||
if (inputNode.children.size() > 0) {
|
if (inputNode.children.size() > 0) {
|
||||||
for (size_t i = 0; i < inputNode.children.size(); i++) {
|
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -309,7 +318,7 @@ public:
|
||||||
primitive.firstIndex = firstIndex;
|
primitive.firstIndex = firstIndex;
|
||||||
primitive.indexCount = indexCount;
|
primitive.indexCount = indexCount;
|
||||||
primitive.materialIndex = glTFPrimitive.material;
|
primitive.materialIndex = glTFPrimitive.material;
|
||||||
node.mesh.primitives.push_back(primitive);
|
node->mesh.primitives.push_back(primitive);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -326,20 +335,20 @@ public:
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// Draw a single node including child nodes (if present)
|
// Draw a single node including child nodes (if present)
|
||||||
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node)
|
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node* node)
|
||||||
{
|
{
|
||||||
if (node.mesh.primitives.size() > 0) {
|
if (node->mesh.primitives.size() > 0) {
|
||||||
// Pass the node's matrix via push constants
|
// 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
|
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
|
||||||
glm::mat4 nodeMatrix = node.matrix;
|
glm::mat4 nodeMatrix = node->matrix;
|
||||||
VulkanglTFModel::Node* currentParent = node.parent;
|
VulkanglTFModel::Node* currentParent = node->parent;
|
||||||
while (currentParent) {
|
while (currentParent) {
|
||||||
nodeMatrix = currentParent->matrix * nodeMatrix;
|
nodeMatrix = currentParent->matrix * nodeMatrix;
|
||||||
currentParent = currentParent->parent;
|
currentParent = currentParent->parent;
|
||||||
}
|
}
|
||||||
// Pass the final matrix to the vertex shader using push constants
|
// Pass the final matrix to the vertex shader using push constants
|
||||||
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
|
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
|
||||||
for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) {
|
for (VulkanglTFModel::Primitive& primitive : node->mesh.primitives) {
|
||||||
if (primitive.indexCount > 0) {
|
if (primitive.indexCount > 0) {
|
||||||
// Get the texture index for this primitive
|
// Get the texture index for this primitive
|
||||||
VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
|
VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
|
||||||
|
|
@ -349,7 +358,7 @@ public:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (auto& child : node.children) {
|
for (auto& child : node->children) {
|
||||||
drawNode(commandBuffer, pipelineLayout, child);
|
drawNode(commandBuffer, pipelineLayout, child);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -382,6 +391,7 @@ public:
|
||||||
glm::mat4 projection;
|
glm::mat4 projection;
|
||||||
glm::mat4 model;
|
glm::mat4 model;
|
||||||
glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, -5.0f, 1.0f);
|
glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, -5.0f, 1.0f);
|
||||||
|
glm::vec4 viewPos;
|
||||||
} values;
|
} values;
|
||||||
} shaderData;
|
} shaderData;
|
||||||
|
|
||||||
|
|
@ -404,7 +414,7 @@ public:
|
||||||
camera.type = Camera::CameraType::lookat;
|
camera.type = Camera::CameraType::lookat;
|
||||||
camera.flipY = true;
|
camera.flipY = true;
|
||||||
camera.setPosition(glm::vec3(0.0f, -0.1f, -1.0f));
|
camera.setPosition(glm::vec3(0.0f, -0.1f, -1.0f));
|
||||||
camera.setRotation(glm::vec3(0.0f, -135.0f, 0.0f));
|
camera.setRotation(glm::vec3(0.0f, 45.0f, 0.0f));
|
||||||
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
|
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -707,6 +717,7 @@ public:
|
||||||
{
|
{
|
||||||
shaderData.values.projection = camera.matrices.perspective;
|
shaderData.values.projection = camera.matrices.perspective;
|
||||||
shaderData.values.model = camera.matrices.view;
|
shaderData.values.model = camera.matrices.view;
|
||||||
|
shaderData.values.viewPos = camera.viewPos;
|
||||||
memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values));
|
memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
/*
|
/*
|
||||||
* Vulkan Example - Scene rendering
|
* 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)
|
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
|
||||||
*
|
*
|
||||||
|
|
@ -20,6 +20,9 @@
|
||||||
|
|
||||||
VulkanglTFScene::~VulkanglTFScene()
|
VulkanglTFScene::~VulkanglTFScene()
|
||||||
{
|
{
|
||||||
|
for (auto node : nodes) {
|
||||||
|
delete node;
|
||||||
|
}
|
||||||
// Release all Vulkan resources allocated for the model
|
// Release all Vulkan resources allocated for the model
|
||||||
vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
|
vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
|
||||||
vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, 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)
|
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{};
|
VulkanglTFScene::Node* node = new VulkanglTFScene::Node{};
|
||||||
node.name = inputNode.name;
|
node->name = inputNode.name;
|
||||||
|
node->parent = parent;
|
||||||
|
|
||||||
// Get the local node matrix
|
// Get the local node matrix
|
||||||
// It's either made up from translation, rotation, scale or a 4x4 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) {
|
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) {
|
if (inputNode.rotation.size() == 4) {
|
||||||
glm::quat q = glm::make_quat(inputNode.rotation.data());
|
glm::quat q = glm::make_quat(inputNode.rotation.data());
|
||||||
node.matrix *= glm::mat4(q);
|
node->matrix *= glm::mat4(q);
|
||||||
}
|
}
|
||||||
if (inputNode.scale.size() == 3) {
|
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) {
|
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
|
// Load node's children
|
||||||
if (inputNode.children.size() > 0) {
|
if (inputNode.children.size() > 0) {
|
||||||
for (size_t i = 0; i < inputNode.children.size(); i++) {
|
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.firstIndex = firstIndex;
|
||||||
primitive.indexCount = indexCount;
|
primitive.indexCount = indexCount;
|
||||||
primitive.materialIndex = glTFPrimitive.material;
|
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)
|
// 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;
|
return;
|
||||||
}
|
}
|
||||||
if (node.mesh.primitives.size() > 0) {
|
if (node->mesh.primitives.size() > 0) {
|
||||||
// Pass the node's matrix via push constants
|
// 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
|
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
|
||||||
glm::mat4 nodeMatrix = node.matrix;
|
glm::mat4 nodeMatrix = node->matrix;
|
||||||
VulkanglTFScene::Node* currentParent = node.parent;
|
VulkanglTFScene::Node* currentParent = node->parent;
|
||||||
while (currentParent) {
|
while (currentParent) {
|
||||||
nodeMatrix = currentParent->matrix * nodeMatrix;
|
nodeMatrix = currentParent->matrix * nodeMatrix;
|
||||||
currentParent = currentParent->parent;
|
currentParent = currentParent->parent;
|
||||||
}
|
}
|
||||||
// Pass the final matrix to the vertex shader using push constants
|
// Pass the final matrix to the vertex shader using push constants
|
||||||
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
|
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) {
|
if (primitive.indexCount > 0) {
|
||||||
VulkanglTFScene::Material& material = materials[primitive.materialIndex];
|
VulkanglTFScene::Material& material = materials[primitive.materialIndex];
|
||||||
// POI: Bind the pipeline for the node's material
|
// 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);
|
drawNode(commandBuffer, pipelineLayout, child);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -641,12 +645,12 @@ void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay* overlay)
|
||||||
if (overlay->header("Visibility")) {
|
if (overlay->header("Visibility")) {
|
||||||
|
|
||||||
if (overlay->button("All")) {
|
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();
|
buildCommandBuffers();
|
||||||
}
|
}
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
if (overlay->button("None")) {
|
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();
|
buildCommandBuffers();
|
||||||
}
|
}
|
||||||
ImGui::NewLine();
|
ImGui::NewLine();
|
||||||
|
|
@ -655,7 +659,7 @@ void VulkanExample::OnUpdateUIOverlay(vks::UIOverlay* overlay)
|
||||||
ImGui::BeginChild("#nodelist", ImVec2(200.0f * overlay->scale, 340.0f * overlay->scale), false);
|
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();
|
buildCommandBuffers();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
/*
|
/*
|
||||||
* Vulkan Example - Scene rendering
|
* 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)
|
* 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
|
// A node represents an object in the glTF scene graph
|
||||||
struct Node {
|
struct Node {
|
||||||
Node* parent;
|
Node* parent;
|
||||||
std::vector<Node> children;
|
std::vector<Node*> children;
|
||||||
Mesh mesh;
|
Mesh mesh;
|
||||||
glm::mat4 matrix;
|
glm::mat4 matrix;
|
||||||
std::string name;
|
std::string name;
|
||||||
bool visible = true;
|
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
|
// 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<Image> images;
|
||||||
std::vector<Texture> textures;
|
std::vector<Texture> textures;
|
||||||
std::vector<Material> materials;
|
std::vector<Material> materials;
|
||||||
std::vector<Node> nodes;
|
std::vector<Node*> nodes;
|
||||||
|
|
||||||
std::string path;
|
std::string path;
|
||||||
|
|
||||||
|
|
@ -123,7 +128,7 @@ public:
|
||||||
void loadTextures(tinygltf::Model& input);
|
void loadTextures(tinygltf::Model& input);
|
||||||
void loadMaterials(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 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);
|
void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue