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:
Sascha Willems 2020-07-28 20:20:38 +02:00 committed by GitHub
parent 8526c204e7
commit feb939096f
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GPG key ID: 4AEE18F83AFDEB23
726 changed files with 21935 additions and 132751 deletions

View file

@ -23,7 +23,7 @@
#include "vulkanexamplebase.h"
#include "VulkanDevice.hpp"
#include "VulkanBuffer.hpp"
#include "VulkanModel.hpp"
#include "VulkanglTFModel.h"
// Ray tracing acceleration structure
struct AccelerationStructure {
@ -82,6 +82,7 @@ public:
glm::mat4 viewInverse;
glm::mat4 projInverse;
glm::vec4 lightPos;
int32_t vertexSize;
} uniformData;
vks::Buffer ubo;
@ -90,14 +91,7 @@ public:
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_UV,
vks::VERTEX_COMPONENT_DUMMY_FLOAT
});
vks::Model scene;
vkglTF::Model scene;
VulkanExample() : VulkanExampleBase()
{
@ -107,7 +101,7 @@ public:
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -1.5f));
camera.setTranslation(glm::vec3(0.0f, 3.0f, -10.0f));
// Enable instance and device extensions required to use VK_NV_ray_tracing
enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
@ -128,7 +122,6 @@ public:
vkDestroyAccelerationStructureNV(device, topLevelAS.accelerationStructure, nullptr);
shaderBindingTable.destroy();
ubo.destroy();
scene.destroy();
}
/*
@ -261,11 +254,10 @@ public:
void createScene()
{
// Instead of a simple triangle, we'll be loading a more complex scene for this example
vks::ModelCreateInfo modelCI{};
modelCI.scale = glm::vec3(0.25f);
// The shaders are accessing the vertex and index buffers of the scene, so the proper usage flag has to be set
modelCI.memoryPropertyFlags = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
scene.loadFromFile(getAssetPath() + "models/vulkanscene_shadow.dae", vertexLayout, &modelCI, vulkanDevice, queue);
// 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
vkglTF::memoryPropertyFlags = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
scene.loadFromFile(getAssetPath() + "models/vulkanscene_shadow.gltf", vulkanDevice, queue, glTFLoadingFlags);
/*
Create the bottom level acceleration structure containing the actual scene geometry
@ -276,12 +268,12 @@ public:
geometry.geometry.triangles.sType = VK_STRUCTURE_TYPE_GEOMETRY_TRIANGLES_NV;
geometry.geometry.triangles.vertexData = scene.vertices.buffer;
geometry.geometry.triangles.vertexOffset = 0;
geometry.geometry.triangles.vertexCount = static_cast<uint32_t>(scene.vertexCount);
geometry.geometry.triangles.vertexStride = vertexLayout.stride();
geometry.geometry.triangles.vertexCount = static_cast<uint32_t>(scene.vertices.count);
geometry.geometry.triangles.vertexStride = sizeof(vkglTF::Vertex);
geometry.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT;
geometry.geometry.triangles.indexData = scene.indices.buffer;
geometry.geometry.triangles.indexOffset = 0;
geometry.geometry.triangles.indexCount = scene.indexCount;
geometry.geometry.triangles.indexCount = scene.indices.count;
geometry.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
geometry.geometry.triangles.transformData = VK_NULL_HANDLE;
geometry.geometry.triangles.transformOffset = 0;
@ -716,6 +708,8 @@ public:
uniformData.projInverse = glm::inverse(camera.matrices.perspective);
uniformData.viewInverse = glm::inverse(camera.matrices.view);
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);
// Pass the vertex size to the shader for unpacking vertices
uniformData.vertexSize = sizeof(vkglTF::Vertex);
memcpy(ubo.mapped, &uniformData, sizeof(uniformData));
}