* 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
97 lines
3.1 KiB
C
97 lines
3.1 KiB
C
/* -*- tab-width: 4; -*- */
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/* vi: set sw=2 ts=4 expandtab textwidth=70: */
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/*
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* ©2017 Mark Callow.
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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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* @internal
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* @file vk_funcs.h
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* @~English
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*
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* @brief Declare pointers for Vulkan functions.
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*
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* Dynamically retrieving pointers avoids apps having to make sure a
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* Vulkan library is availablei when using a shared libktx, even if
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* not using libktx's Vulkan loader.
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*/
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#ifndef _VK_FUNCS_H_
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#define _VK_FUNCS_H_
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#if defined(KTX_USE_FUNCPTRS_FOR_VULKAN)
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#define VK_NO_PROTOTYPES
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#endif
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#include <vulkan/vulkan.h>
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#include "ktx.h"
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#if defined(KTX_USE_FUNCPTRS_FOR_VULKAN)
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#if defined(_WIN32)
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extern HMODULE ktxVulkanLibary;
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#else
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extern void* ktxVulkanLibrary;
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#endif
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extern ktx_bool_t ktxVulkanLoadLibrary(void);
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/* Declare pointers for functions libktx is using. */
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#define VK_FUNCTION(fun) extern PFN_##fun ktx_##fun;
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#include "vk_funclist.inl"
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#undef VK_FUNCTION
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/*
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* Define prefixed names to prevent collisions with other libraries or apps
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* finding our pointers when searching the module for function addresses.
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*/
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#define vkAllocateCommandBuffers ktx_vkAllocateCommandBuffers
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#define vkAllocateMemory ktx_vkAllocateMemory
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#define vkBeginCommandBuffer ktx_vkBeginCommandBuffer
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#define vkBindBufferMemory ktx_vkBindBufferMemory
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#define vkBindImageMemory ktx_vkBindImageMemory
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#define vkCmdBlitImage ktx_vkCmdBlitImage
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#define vkCmdCopyBufferToImage ktx_vkCmdCopyBufferToImage
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#define vkCmdPipelineBarrier ktx_vkCmdPipelineBarrier
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#define vkCreateBuffer ktx_vkCreateBuffer
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#define vkCreateFence ktx_vkCreateFence
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#define vkCreateImage ktx_vkCreateImage
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#define vkDestroyBuffer ktx_vkDestroyBuffer
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#define vkDestroyFence ktx_vkDestroyFence
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#define vkDestroyImage ktx_vkDestroyImage
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#define vkEndCommandBuffer ktx_vkEndCommandBuffer
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#define vkFreeCommandBuffers ktx_vkFreeCommandBuffers
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#define vkFreeMemory ktx_vkFreeMemory
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#define vkGetBufferMemoryRequirements ktx_vkGetBufferMemoryRequirements
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#define vkGetImageMemoryRequirements ktx_vkGetImageMemoryRequirements
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#define vkGetImageSubresourceLayout ktx_vkGetImageSubresourceLayout
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#define vkGetPhysicalDeviceImageFormatProperties ktx_vkGetPhysicalDeviceImageFormatProperties
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#define vkGetPhysicalDeviceFormatProperties ktx_vkGetPhysicalDeviceFormatProperties
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#define vkGetPhysicalDeviceMemoryProperties ktx_vkGetPhysicalDeviceMemoryProperties
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#define vkMapMemory ktx_vkMapMemory
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#define vkQueueSubmit ktx_vkQueueSubmit
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#define vkQueueWaitIdle ktx_vkQueueWaitIdle
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#define vkUnmapMemory ktx_vkUnmapMemory
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#define vkWaitForFences ktx_vkWaitForFences
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#undef VK_FUNCTION
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#endif /* KTX_USE_FUNCPTRS_FOR_VULKAN */
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#endif /* _VK_FUNCS_H_ */
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