Sascha Willems
b0b299ee9c
Removed last traces of old skeletal animation sample
2020-06-06 14:32:28 +02:00
Sascha Willems
aa1768b315
Finished glTF skinning readme/tutorial
2020-06-06 13:31:04 +02:00
Sascha Willems
d03595ab5b
Code cleanup
2020-06-06 13:02:40 +02:00
Sascha Willems
1158cb2232
Code cleanup and simplification
2020-06-06 12:44:55 +02:00
Sascha Willems
b13ed52213
Comments
2020-06-06 12:01:07 +02:00
Sascha Willems
ffc3068c9d
Resource cleanup
2020-06-06 11:21:55 +02:00
Sascha Willems
9e96aeaa5f
clang format
2020-06-06 11:05:56 +02:00
Sascha Willems
a1afaf3de5
Code cleanup
2020-06-06 11:00:38 +02:00
Sascha Willems
6eb0273c76
Code cleanup
2020-06-06 10:20:30 +02:00
Sascha Willems
225106860a
Moved glsl shaders
2020-06-05 21:28:47 +02:00
Sascha Willems
df8f3b18f9
Moved glsl shaders
2020-06-05 21:27:17 +02:00
Sascha Willems
ff63db5947
Merge branch 'master' into gltfskinning
2020-06-05 21:24:01 +02:00
Sascha Willems
79f7b28846
Remove unused image sampler
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Fixes #713
2020-06-05 21:23:02 +02:00
Sascha Willems
ec8d9698e9
Add HLSL shaders to project file
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GLSL and HLSL shaders get their own folders per sample in the project structure
2020-06-05 21:11:28 +02:00
Sascha Willems
d4f7b3cc86
Merge branch 'master' into gltfskinning
2020-06-05 20:58:10 +02:00
Ben Clayton
301e8abf12
Add command flag for picking between shaders
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The new `-s`, `--shaders` command line flag allows you to specify whether you want to load the glsl or hlsl shaders.
Defaults to glsl.
Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
ca884587a4
Move shaders into glsl and hlsl directories
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Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`
Fix up shader paths in the cpp files to point to the new glsl location.
`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).
Issue: #723
2020-06-01 12:22:28 +01:00
Sascha Willems
ec023cf581
Started working on small glTF skinning example tutorial/readme
2020-05-26 08:13:47 +02:00
Sascha Willems
7e8e667fb3
Code cleanup, shader renaming
2020-05-23 20:38:40 +02:00
Sascha Willems
3e59ce8d57
Code cleanup, shader renaming
2020-05-23 20:38:28 +02:00
Sascha Willems
85106a6bb2
Merge branch 'master' into gltfskinning
2020-05-23 19:54:58 +02:00
Ben Clayton
0da96cfc63
Add missing push constant to fix HLSL computeparticles
2020-05-21 16:29:48 +01:00
Ben Clayton
e3234db041
Add inverseModelView UBO to fix texturecubemap sample
2020-05-21 16:29:47 +01:00
Ben Clayton
13c081664e
Add missing inverseModelView UBO to fix hdr sample
2020-05-21 16:29:19 +01:00
Sascha Willems
451c895525
Code cleanup
2020-05-15 07:22:01 +02:00
Sascha Willems
149ff8f94e
Split sample into header and source files due to complexity
2020-05-15 07:13:51 +02:00
Sascha Willems
940aef5b86
Minor image loading optimization and fix
2020-05-15 07:11:47 +02:00
Sascha Willems
78a9b5bde1
Animation working
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Code still wip and lacking comments
2020-05-14 21:40:54 +02:00
Sascha Willems
23010275ce
Load animations
2020-05-14 21:21:27 +02:00
Sascha Willems
988df583c5
Started working on gltf skinned vertex animation sample
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Will replace the old assimp based skeletal animation sample
2020-05-10 20:05:05 +02:00
Sascha Willems
10a1ecaf7b
Re-Added missing shaders
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Fixes #703
2020-04-29 18:39:15 +02:00
Sascha Willems
d28d9279f5
Merge branch 'master' of https://github.com/SaschaWillems/Vulkan
2020-04-25 08:23:39 +02:00
Sascha Willems
107aa35b9e
Extracted vertex into separate class with easy component to Vulkan vertex attribute mappings
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Load vertex colors if present
Added flag to pre-transform vertices
2020-04-25 08:23:32 +02:00
Sascha Willems
cb50a95547
Merge pull request #626 from VZout/master
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Cleaned up the createShaderBindingTable for the raytracing examples
2020-04-23 07:45:26 +02:00
Sascha Willems
424de5fab3
Validation fixes
2020-04-22 21:01:33 +02:00
Sascha Willems
48e7952fbf
Code-Cleanup: All samples now use the camera class and it's matrices
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Cleaned up base class
2020-04-22 21:01:17 +02:00
Sascha Willems
ab38f8b150
Code-Cleanup: All samples now use the camera class and it's matrices
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Cleaned up base class
2020-04-22 20:58:24 +02:00
Sascha Willems
53846d8b1d
Code cleanup
2020-04-20 22:13:51 +02:00
Sascha Willems
458c149c71
Code cleanup
2020-04-20 20:29:15 +02:00
Sascha Willems
9fc8b0032c
Error handling
2020-04-19 18:55:51 +02:00
Sascha Willems
2d636eda2c
Android asset loading
2020-04-19 16:43:25 +02:00
Sascha Willems
e0c15f62da
Renamed mesh example to glTF scene
2020-04-19 11:50:46 +02:00
Sascha Willems
3ae053d005
Code-Cleanup
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Use flight helmet glTF 2.0 sample model
2020-04-19 10:59:16 +02:00
Sascha Willems
e9b9332d04
glTF model loading and rendering sample uses default frame submit function from base class
2020-04-19 09:18:48 +02:00
Sascha Willems
c5e8c178c2
Free glTF model resources in destructor
2020-04-13 18:58:02 +02:00
Sascha Willems
579c7d086f
Calculate matrices from node-hierarchy and pass via push constant
2020-04-13 16:26:40 +02:00
Sascha Willems
374ee215bb
User camera class
2020-04-12 22:12:44 +02:00
Sascha Willems
2966d0ee5d
Move drawing into dedicated VulkanglTF class
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Comments, code-cleanup
2020-04-12 22:07:54 +02:00
Sascha Willems
9fa9a4b46b
Move loading into dedicated VulkanglTF class
2020-04-12 21:59:26 +02:00
Sascha Willems
9f7d13d5e0
Mesh loading and rendering now properly displaying glTF mesh
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Added textures, modified structure to be more in line with glTF layout
Split matrices and material descriptor set
2020-04-12 21:24:33 +02:00