Use new model loader class (Refs #260), moved vertex input states to pipeline creation, refactoring
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1 changed files with 59 additions and 190 deletions
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@ -25,6 +25,7 @@
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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 "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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@ -33,35 +34,30 @@ class VulkanExample : public VulkanExampleBase
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{
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public:
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struct DemoMesh
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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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});
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struct DemoModel
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{
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vk::Buffer vertexBuffer;
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vk::Buffer indexBuffer;
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uint32_t indexCount;
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vks::Model model;
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VkPipeline *pipeline;
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void draw(VkCommandBuffer cmdBuffer)
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{
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline);
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vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(cmdBuffer, indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(cmdBuffer, indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &model.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(cmdBuffer, model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(cmdBuffer, model.indexCount, 1, 0, 0, 0);
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}
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};
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struct DemoMeshes
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{
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std::vector<std::string> names{ "logos", "background", "models", "skybox" };
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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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DemoMesh logos;
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DemoMesh background;
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DemoMesh models;
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DemoMesh skybox;
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} demoMeshes;
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std::vector<DemoMesh> meshes;
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std::vector<DemoModel> demoModels;
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struct {
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vk::Buffer meshVS;
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@ -114,17 +110,29 @@ public:
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uniformData.meshVS.destroy();
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for (auto mesh : meshes)
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{
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mesh.vertexBuffer.destroy();
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mesh.indexBuffer.destroy();
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for (auto& model : demoModels) {
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model.model.destroy();
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}
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textures.skybox.destroy();
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}
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void loadTextures()
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void loadAssets()
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{
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// Models
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std::vector<std::string> modelFiles = { "vulkanscenelogos.dae", "vulkanscenebackground.dae", "vulkanscenemodels.dae", "cube.obj" };
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std::vector<VkPipeline*> modelPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox };
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for (auto i = 0; i < modelFiles.size(); i++) {
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DemoModel model;
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model.pipeline = modelPipelines[i];
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vks::ModelCreateInfo modelCreateInfo(glm::vec3(1.0f), glm::vec3(1.0f), glm::vec3(0.0f));
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if (modelFiles[i] != "cube.obj") {
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modelCreateInfo.center.y += 1.15f;
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}
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model.model.loadFromFile(getAssetPath() + "models/" + modelFiles[i], vertexLayout, &modelCreateInfo, vulkanDevice, queue);
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demoModels.push_back(model);
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}
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// Textures
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textures.skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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@ -162,9 +170,8 @@ public:
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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for (auto mesh : meshes)
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{
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mesh.draw(drawCmdBuffers[i]);
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for (auto model : demoModels) {
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model.draw(drawCmdBuffers[i]);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -173,163 +180,6 @@ public:
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}
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}
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void prepareVertices()
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{
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struct Vertex
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{
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float pos[3];
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float normal[3];
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float uv[2];
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float color[3];
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};
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std::vector<std::string> meshFiles = { "vulkanscenelogos.dae", "vulkanscenebackground.dae", "vulkanscenemodels.dae", "cube.obj" };
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std::vector<VkPipeline*> meshPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox};
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// todo : Use mesh function for loading
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float scale = 1.0f;
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for (auto i = 0; i < meshFiles.size(); i++)
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{
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VulkanMeshLoader scene(vulkanDevice);
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#if defined(__ANDROID__)
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scene.assetManager = androidApp->activity->assetManager;
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#endif
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scene.LoadMesh(getAssetPath() + "models/" + meshFiles[i]);
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// Generate vertex buffer (pos, normal, uv, color)
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std::vector<Vertex> vertexBuffer;
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glm::vec3 offset(0.0f);
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// Offset on Y (except skypbox)
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if (meshFiles[i] != "cube.obj")
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{
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offset.y += 1.15f;
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}
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for (size_t m = 0; m < scene.m_Entries.size(); m++)
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{
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for (size_t v = 0; v < scene.m_Entries[m].Vertices.size(); v++)
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{
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glm::vec3 pos = (scene.m_Entries[m].Vertices[v].m_pos + offset) * scale;
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glm::vec3 normal = scene.m_Entries[m].Vertices[v].m_normal;
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glm::vec2 uv = scene.m_Entries[m].Vertices[v].m_tex;
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glm::vec3 col = scene.m_Entries[m].Vertices[v].m_color;
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Vertex vert =
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{
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{ pos.x, pos.y, pos.z },
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{ normal.x, -normal.y, normal.z },
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{ uv.s, uv.t },
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{ col.r, col.g, col.b }
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};
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vertexBuffer.push_back(vert);
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}
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}
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std::vector<uint32_t> indexBuffer;
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for (size_t m = 0; m < scene.m_Entries.size(); m++)
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{
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int indexBase = indexBuffer.size();
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for (size_t i = 0; i < scene.m_Entries[m].Indices.size(); i++) {
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indexBuffer.push_back(scene.m_Entries[m].Indices[i] + indexBase);
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}
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}
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DemoMesh mesh;
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mesh.indexCount = static_cast<uint32_t>(indexBuffer.size());
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mesh.pipeline = meshPipelines[i];
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uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex);
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uint32_t indexBufferSize = static_cast<uint32_t>(indexBuffer.size()) * sizeof(uint32_t);
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vk::Buffer vertexStaging, indexStaging;
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// Create staging buffers
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// Vertex data
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&vertexStaging,
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vertexBufferSize,
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vertexBuffer.data());
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// Index data
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&indexStaging,
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indexBufferSize,
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indexBuffer.data());
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// Create device local buffers
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// Vertex buffer
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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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&mesh.vertexBuffer,
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vertexBufferSize);
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// Index buffer
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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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&mesh.indexBuffer,
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indexBufferSize);
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// Copy from staging buffers
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vulkanDevice->copyBuffer(&vertexStaging, &mesh.vertexBuffer, queue);
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vulkanDevice->copyBuffer(&indexStaging, &mesh.indexBuffer, queue);
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vertexStaging.destroy();
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indexStaging.destroy();
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meshes.push_back(mesh);
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}
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// Binding description
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demoMeshes.bindingDescriptions.resize(1);
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demoMeshes.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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// Location 0 : Position
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demoMeshes.attributeDescriptions.resize(4);
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demoMeshes.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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offsetof(Vertex, pos));
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// Location 1 : Normal
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demoMeshes.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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offsetof(Vertex, normal));
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// Location 2 : Texture coordinates
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demoMeshes.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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offsetof(Vertex, uv));
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// Location 3 : Color
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demoMeshes.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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offsetof(Vertex, color));
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demoMeshes.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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demoMeshes.inputState.vertexBindingDescriptionCount = demoMeshes.bindingDescriptions.size();
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demoMeshes.inputState.pVertexBindingDescriptions = demoMeshes.bindingDescriptions.data();
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demoMeshes.inputState.vertexAttributeDescriptionCount = demoMeshes.attributeDescriptions.size();
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demoMeshes.inputState.pVertexAttributeDescriptions = demoMeshes.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo and one image sampler
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@ -467,8 +317,6 @@ public:
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// Pipeline for the meshes (armadillo, bunny, etc.)
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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@ -476,7 +324,6 @@ public:
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renderPass,
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0);
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pipelineCreateInfo.pVertexInputState = &demoMeshes.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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@ -487,6 +334,29 @@ public:
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
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VkVertexInputBindingDescription vertexInputBinding =
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vkTools::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), 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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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // Location 2: Texture coordinates
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = 1;
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vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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// Default mesh rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.models));
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// Pipeline for the logos
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@ -494,7 +364,7 @@ public:
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.logos));
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// Pipeline for the sky sphere (todo)
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// Pipeline for the sky sphere
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; // Inverted culling
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depthStencilState.depthWriteEnable = VK_FALSE; // No depth writes
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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@ -552,8 +422,7 @@ public:
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadTextures();
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prepareVertices();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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preparePipelines();
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