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
This commit is contained in:
parent
8526c204e7
commit
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726 changed files with 21935 additions and 132751 deletions
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@ -24,7 +24,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.hpp"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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@ -191,7 +191,7 @@ public:
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout));
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std::array<VkDescriptorSetLayout, 2> setLayouts = {
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descriptorSetLayout, scene.descriptorSetLayout
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descriptorSetLayout, vkglTF::descriptorSetLayoutUbo
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};
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2);
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec4) * 2, 0);
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@ -220,38 +220,25 @@ public:
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
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// Vertex bindings and attributes
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VkVertexInputBindingDescription vertexInputBinding = vkglTF::Vertex::inputBindingDescription(0);
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const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vkglTF::Vertex::inputAttributeDescription(0, 0, vkglTF::VertexComponent::Position),
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vkglTF::Vertex::inputAttributeDescription(0, 1, vkglTF::VertexComponent::Normal),
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vkglTF::Vertex::inputAttributeDescription(0, 2, vkglTF::VertexComponent::UV)
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::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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VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
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pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI;
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pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI;
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pipelineCreateInfoCI.pMultisampleState = &multisampleStateCI;
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pipelineCreateInfoCI.pViewportState = &viewportStateCI;
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pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
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const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getShadersPath() + "conditionalrender/model.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "conditionalrender/model.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfoCI.pStages = shaderStages.data();
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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void prepareUniformBuffers()
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