Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
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8526c204e7
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726 changed files with 21935 additions and 132751 deletions
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glslangvalidator -V lights.vert -o lights.vert.spv
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glslangvalidator -V lights.frag -o lights.frag.spv
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#version 450
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#define lightCount 6
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layout (location = 0) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec4 inLightVec[lightCount];
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layout (location = 0) out vec4 outFragColor;
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#define MAX_LIGHT_DIST 9.0 * 9.0
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void main()
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{
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vec3 lightColor[lightCount];
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lightColor[0] = vec3(1.0, 0.0, 0.0);
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lightColor[1] = vec3(0.0, 1.0, 0.0);
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lightColor[2] = vec3(0.0, 0.0, 1.0);
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lightColor[3] = vec3(1.0, 0.0, 1.0);
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lightColor[4] = vec3(0.0, 1.0, 1.0);
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lightColor[5] = vec3(1.0, 1.0, 0.0);
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vec3 diffuse = vec3(0.0);
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// Just some very basic attenuation
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for (int i = 0; i < lightCount; ++i)
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{
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float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
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float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
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float distFactor = 1.0 - dist;
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diffuse += lightColor[i] * distFactor;
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}
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outFragColor.rgb = diffuse;
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}
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 3) in vec3 inColor;
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#define lightCount 6
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightColor[lightCount];
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} ubo;
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layout(push_constant) uniform PushConsts {
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vec4 lightPos[lightCount];
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec4 outLightVec[lightCount];
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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for (int i = 0; i < lightCount; ++i)
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{
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vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
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outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
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// Store light radius in w
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outLightVec[i].w = pushConsts.lightPos[i].w;
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}
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}
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data/shaders/glsl/pushconstants/pushconstants.frag
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data/shaders/glsl/pushconstants/pushconstants.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor.rgb = inColor;
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}
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data/shaders/glsl/pushconstants/pushconstants.frag.spv
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data/shaders/glsl/pushconstants/pushconstants.frag.spv
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data/shaders/glsl/pushconstants/pushconstants.vert
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data/shaders/glsl/pushconstants/pushconstants.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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#define lightCount 6
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout(push_constant) uniform PushConsts {
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vec4 color;
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vec4 position;
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} pushConsts;
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layout (location = 0) out vec3 outColor;
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void main()
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{
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outColor = inColor * pushConsts.color.rgb;
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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vec3 worldPos = locPos + pushConsts.position.xyz;
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gl_Position = ubo.projection * ubo.view * vec4(worldPos, 1.0);
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}
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data/shaders/glsl/pushconstants/pushconstants.vert.spv
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data/shaders/glsl/pushconstants/pushconstants.vert.spv
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