* 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
69 lines
2.2 KiB
C
69 lines
2.2 KiB
C
/* -*- tab-width: 4; -*- */
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/* vi: set sw=2 ts=4 expandtab: */
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/* $Id: c29f4818e74655d62754e26efdab99cb2d2ca638 $ */
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/*
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* ©2010-2017 The khronos Group, Inc.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Author: Mark Callow based on code from Georg Kolling
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*/
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#ifndef GL_FUNCPTRS_H
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#define GL_FUNCPTRS_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#if KTX_USE_GETPROC
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// Not defined in glew.h.
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typedef void (GL_APIENTRY* PFNGLTEXIMAGE1DPROC) (
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GLenum target, GLint level, GLint internalformat,
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GLsizei width, GLint border, GLenum format, GLenum type,
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const GLvoid *pixels
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);
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#endif
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extern PFNGLTEXIMAGE1DPROC pfGlTexImage1D;
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extern PFNGLTEXIMAGE3DPROC pfGlTexImage3D;
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extern PFNGLCOMPRESSEDTEXIMAGE1DPROC pfGlCompressedTexImage1D;
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extern PFNGLCOMPRESSEDTEXIMAGE3DPROC pfGlCompressedTexImage3D;
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extern PFNGLGENERATEMIPMAPPROC pfGlGenerateMipmap;
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extern PFNGLGETSTRINGIPROC pfGlGetStringi;
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#define DECLARE_GL_FUNCPTRS \
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PFNGLTEXIMAGE1DPROC pfGlTexImage1D; \
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PFNGLTEXIMAGE3DPROC pfGlTexImage3D; \
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PFNGLCOMPRESSEDTEXIMAGE1DPROC pfGlCompressedTexImage1D; \
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PFNGLCOMPRESSEDTEXIMAGE3DPROC pfGlCompressedTexImage3D; \
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PFNGLGENERATEMIPMAPPROC pfGlGenerateMipmap; \
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PFNGLGETSTRINGIPROC pfGlGetStringi;
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#define INITIALIZE_GL_FUNCPTRS \
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pfGlTexImage1D = glTexImage1D; \
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pfGlTexImage3D = glTexImage3D; \
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pfGlCompressedTexImage1D = glCompressedTexImage1D; \
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pfGlCompressedTexImage3D = glCompressedTexImage3D; \
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pfGlGenerateMipmap = glGenerateMipmap; \
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pfGlGetStringi = glGetStringi;
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#ifdef __cplusplus
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}
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#endif
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#endif /* GL_FUNCPTRS_H */
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