* 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
228 lines
7.2 KiB
C
228 lines
7.2 KiB
C
/* -*- tab-width: 4; -*- */
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/* vi: set sw=2 ts=4 expandtab: */
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/* $Id: 94277b50a14992fc9e5a6e011ef5f9cdf28f0d89 $ */
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/*
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* Copyright (c) 2010-2018 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 from original code by Georg Kolling
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*/
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#ifndef KTXGL_H
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#define KTXGL_H
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#ifndef SUPPORT_LEGACY_FORMAT_CONVERSION
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#if KTX_OPENGL
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#define SUPPORT_LEGACY_FORMAT_CONVERSION 1
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#elif KTX_OPENGL_ES1
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/* ES1, ES2 & ES3 support the legacy formats */
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#define SUPPORT_LEGACY_FORMAT_CONVERSION 0
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#endif
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* These defines are needed to compile the KTX library. When
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* these things are not available in the GL header in use at
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* compile time, the library provides its own support, handles
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* the expected run-time errors or just needs the token value.
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*/
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#ifndef GL_LUMINANCE
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#define GL_ALPHA 0x1906
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#define GL_LUMINANCE 0x1909
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#define GL_LUMINANCE_ALPHA 0x190A
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#endif
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#ifndef GL_INTENSITY
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#define GL_INTENSITY 0x8049
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#endif
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#if SUPPORT_LEGACY_FORMAT_CONVERSION
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/* For loading legacy KTX files. */
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#ifndef GL_LUMINANCE4
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#define GL_ALPHA4 0x803B
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#define GL_ALPHA8 0x803C
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#define GL_ALPHA12 0x803D
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#define GL_ALPHA16 0x803E
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#define GL_LUMINANCE4 0x803F
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#define GL_LUMINANCE8 0x8040
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#define GL_LUMINANCE12 0x8041
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#define GL_LUMINANCE16 0x8042
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#define GL_LUMINANCE4_ALPHA4 0x8043
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#define GL_LUMINANCE6_ALPHA2 0x8044
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#define GL_LUMINANCE8_ALPHA8 0x8045
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#define GL_LUMINANCE12_ALPHA4 0x8046
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#define GL_LUMINANCE12_ALPHA12 0x8047
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#define GL_LUMINANCE16_ALPHA16 0x8048
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#endif
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#ifndef GL_INTENSITY4
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#define GL_INTENSITY4 0x804A
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#define GL_INTENSITY8 0x804B
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#define GL_INTENSITY12 0x804C
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#define GL_INTENSITY16 0x804D
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#endif
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#ifndef GL_SLUMINANCE
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#define GL_SLUMINANCE_ALPHA 0x8C44
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#define GL_SLUMINANCE8_ALPHA8 0x8C45
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#define GL_SLUMINANCE 0x8C46
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#define GL_SLUMINANCE8 0x8C47
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#endif
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#endif /* SUPPORT_LEGACY_FORMAT_CONVERSION */
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#ifndef GL_TEXTURE_1D
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#define GL_TEXTURE_1D 0x0DE0
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#endif
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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#ifndef GL_TEXTURE_CUBE_MAP
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#define GL_TEXTURE_CUBE_MAP 0x8513
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
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#endif
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#ifndef GL_TEXTURE_CUBE_MAP_ARRAY
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#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
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#endif
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/* from GL_EXT_texture_array */
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#ifndef GL_TEXTURE_1D_ARRAY_EXT
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#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18
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#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
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#endif
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#ifndef GL_GENERATE_MIPMAP
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#define GL_GENERATE_MIPMAP 0x8191
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#endif
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/* For writer.c */
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#if !defined(GL_BGR)
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#define GL_BGR 0x80E0
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#define GL_BGRA 0x80E1
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#endif
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#if !defined(GL_RED_INTEGER)
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#define GL_RED_INTEGER 0x8D94
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#define GL_RGB_INTEGER 0x8D98
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#define GL_RGBA_INTEGER 0x8D99
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#endif
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#if !defined(GL_GREEN_INTEGER)
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#define GL_GREEN_INTEGER 0x8D95
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#define GL_BLUE_INTEGER 0x8D96
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#endif
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#if !defined(GL_ALPHA_INTEGER)
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#define GL_ALPHA_INTEGER 0x8D97
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#endif
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#if !defined (GL_BGR_INTEGER)
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#define GL_BGR_INTEGER 0x8D9A
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#define GL_BGRA_INTEGER 0x8D9B
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#endif
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#if !defined(GL_INT)
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#define GL_INT 0x1404
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#define GL_UNSIGNED_INT 0x1405
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#endif
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#if !defined(GL_HALF_FLOAT)
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typedef unsigned short GLhalf;
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#define GL_HALF_FLOAT 0x140B
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#endif
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#if !defined(GL_UNSIGNED_BYTE_3_3_2)
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#define GL_UNSIGNED_BYTE_3_3_2 0x8032
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#define GL_UNSIGNED_INT_8_8_8_8 0x8035
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#define GL_UNSIGNED_INT_10_10_10_2 0x8036
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#endif
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#if !defined(GL_UNSIGNED_BYTE_2_3_3_REV)
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#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
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#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
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#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
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#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
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#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
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#endif
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#if !defined(GL_UNSIGNED_INT_24_8)
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#define GL_DEPTH_STENCIL 0x84F9
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#define GL_UNSIGNED_INT_24_8 0x84FA
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#endif
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#if !defined(GL_UNSIGNED_INT_5_9_9_9_REV)
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#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
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#endif
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#if !defined(GL_UNSIGNED_INT_10F_11F_11F_REV)
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#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
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#endif
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#if !defined (GL_FLOAT_32_UNSIGNED_INT_24_8_REV)
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#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
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#endif
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#ifndef GL_ETC1_RGB8_OES
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#define GL_ETC1_RGB8_OES 0x8D64
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#endif
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#if SUPPORT_SOFTWARE_ETC_UNPACK
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#ifndef GL_COMPRESSED_R11_EAC
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#define GL_COMPRESSED_R11_EAC 0x9270
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#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
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#define GL_COMPRESSED_RG11_EAC 0x9272
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#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
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#define GL_COMPRESSED_RGB8_ETC2 0x9274
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#define GL_COMPRESSED_SRGB8_ETC2 0x9275
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#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
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#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
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#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
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#endif
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#ifndef GL_R16_SNORM
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#define GL_R16_SNORM 0x8F98
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#define GL_RG16_SNORM 0x8F99
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#endif
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#ifndef GL_RED
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#define GL_RED 0x1903
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#define GL_GREEN 0x1904
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#define GL_BLUE 0x1905
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#define GL_RG 0x8227
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#define GL_RG_INTEGER 0x8228
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#endif
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#ifndef GL_R16
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#define GL_R16 0x822A
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#define GL_RG16 0x822C
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#endif
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#ifndef GL_RGB8
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#define GL_RGB8 0x8051
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#define GL_RGBA8 0x8058
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#endif
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#ifndef GL_SRGB8
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#define GL_SRGB8 0x8C41
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#define GL_SRGB8_ALPHA8 0x8C43
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#endif
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#endif
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#ifndef GL_MAJOR_VERSION
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#define GL_MAJOR_VERSION 0x821B
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#define GL_MINOR_VERSION 0x821C
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#endif
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#ifndef GL_CONTEXT_PROFILE_MASK
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#define GL_CONTEXT_PROFILE_MASK 0x9126
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#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
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#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
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#endif
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#ifndef GL_NUM_EXTENSIONS
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#define GL_NUM_EXTENSIONS 0x821D
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /* KTXGL_H */
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