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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726 changed files with 21935 additions and 132751 deletions
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@ -23,7 +23,7 @@
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#include "vulkanexamplebase.h"
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#include "VulkanDevice.hpp"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#include "VulkanglTFModel.h"
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// Ray tracing acceleration structure
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struct AccelerationStructure {
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@ -82,6 +82,7 @@ public:
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glm::mat4 viewInverse;
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glm::mat4 projInverse;
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glm::vec4 lightPos;
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int32_t vertexSize;
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} uniformData;
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vks::Buffer ubo;
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@ -90,14 +91,7 @@ public:
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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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_COLOR,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_DUMMY_FLOAT
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});
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vks::Model scene;
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vkglTF::Model scene;
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VulkanExample() : VulkanExampleBase()
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{
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@ -107,7 +101,7 @@ public:
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -1.5f));
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camera.setTranslation(glm::vec3(0.0f, 3.0f, -10.0f));
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// Enable instance and device extensions required to use VK_NV_ray_tracing
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
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@ -128,7 +122,6 @@ public:
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vkDestroyAccelerationStructureNV(device, topLevelAS.accelerationStructure, nullptr);
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shaderBindingTable.destroy();
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ubo.destroy();
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scene.destroy();
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}
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/*
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@ -261,11 +254,10 @@ public:
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void createScene()
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{
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// Instead of a simple triangle, we'll be loading a more complex scene for this example
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vks::ModelCreateInfo modelCI{};
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modelCI.scale = glm::vec3(0.25f);
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// The shaders are accessing the vertex and index buffers of the scene, so the proper usage flag has to be set
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modelCI.memoryPropertyFlags = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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scene.loadFromFile(getAssetPath() + "models/vulkanscene_shadow.dae", vertexLayout, &modelCI, vulkanDevice, queue);
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// The shaders are accessing the vertex and index buffers of the scene, so the proper usage flag has to be set on the vertex and index buffers for the scene
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vkglTF::memoryPropertyFlags = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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scene.loadFromFile(getAssetPath() + "models/vulkanscene_shadow.gltf", vulkanDevice, queue, glTFLoadingFlags);
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/*
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Create the bottom level acceleration structure containing the actual scene geometry
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@ -276,12 +268,12 @@ public:
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geometry.geometry.triangles.sType = VK_STRUCTURE_TYPE_GEOMETRY_TRIANGLES_NV;
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geometry.geometry.triangles.vertexData = scene.vertices.buffer;
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geometry.geometry.triangles.vertexOffset = 0;
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geometry.geometry.triangles.vertexCount = static_cast<uint32_t>(scene.vertexCount);
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geometry.geometry.triangles.vertexStride = vertexLayout.stride();
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geometry.geometry.triangles.vertexCount = static_cast<uint32_t>(scene.vertices.count);
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geometry.geometry.triangles.vertexStride = sizeof(vkglTF::Vertex);
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geometry.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT;
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geometry.geometry.triangles.indexData = scene.indices.buffer;
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geometry.geometry.triangles.indexOffset = 0;
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geometry.geometry.triangles.indexCount = scene.indexCount;
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geometry.geometry.triangles.indexCount = scene.indices.count;
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geometry.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
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geometry.geometry.triangles.transformData = VK_NULL_HANDLE;
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geometry.geometry.triangles.transformOffset = 0;
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uniformData.projInverse = glm::inverse(camera.matrices.perspective);
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uniformData.viewInverse = glm::inverse(camera.matrices.view);
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uniformData.lightPos = glm::vec4(cos(glm::radians(timer * 360.0f)) * 40.0f, -50.0f + sin(glm::radians(timer * 360.0f)) * 20.0f, 25.0f + sin(glm::radians(timer * 360.0f)) * 5.0f, 0.0f);
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// Pass the vertex size to the shader for unpacking vertices
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uniformData.vertexSize = sizeof(vkglTF::Vertex);
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memcpy(ubo.mapped, &uniformData, sizeof(uniformData));
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}
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