procedural-3d-engine/examples/vertexattributes/vertexattributes.h

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C++

/*
* Vulkan Example - Passing vertex attributes using interleaved and separate buffers
*
* Copyright (C) 2021 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define TINYGLTF_NO_STB_IMAGE_WRITE
#define TINYGLTF_NO_STB_IMAGE
#define TINYGLTF_NO_EXTERNAL_IMAGE
#ifdef VK_USE_PLATFORM_ANDROID_KHR
#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
#endif
#include "tiny_gltf.h"
#include "vulkanexamplebase.h"
#define ENABLE_VALIDATION false
struct PushConstBlock {
glm::mat4 nodeMatrix;
uint32_t alphaMask;
float alphaMaskCutoff;
};
// Contains everything required to render a basic glTF scene in Vulkan
// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
class VulkanglTFScene
{
public:
// The class requires some Vulkan objects so it can create it's own resources
vks::VulkanDevice* vulkanDevice;
VkQueue copyQueue;
// The vertex layout for the samples' model
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec4 tangent;
};
// Single vertex buffer for all primitives
vks::Buffer vertices;
// Used at loading time
struct VertexAttributes {
std::vector<glm::vec2> uv;
std::vector<glm::vec3> pos, normal;
std::vector<glm::vec4> tangent;
} vertexAttributes;
// Single index buffer for all primitives
vks::Buffer indices;
// The following structures roughly represent the glTF scene structure
// To keep things simple, they only contain those properties that are required for this sample
struct Node;
// A primitive contains the data for a single draw call
struct Primitive {
uint32_t firstIndex;
uint32_t indexCount;
int32_t materialIndex;
};
// Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives
struct Mesh {
std::vector<Primitive> primitives;
};
// A node represents an object in the glTF scene graph
struct Node {
Node* parent;
std::vector<Node> children;
Mesh mesh;
glm::mat4 matrix;
std::string name;
bool visible = true;
};
// A glTF material stores information in e.g. the texture that is attached to it and colors
struct Material {
glm::vec4 baseColorFactor = glm::vec4(1.0f);
uint32_t baseColorTextureIndex;
uint32_t normalTextureIndex;
std::string alphaMode = "OPAQUE";
float alphaCutOff;
bool doubleSided = false;
VkDescriptorSet descriptorSet;
};
// Contains the texture for a single glTF image
// Images may be reused by texture objects and are as such separated
struct Image {
vks::Texture2D texture;
};
// A glTF texture stores a reference to the image and a sampler
// In this sample, we are only interested in the image
struct Texture {
int32_t imageIndex;
};
/*
Model data
*/
std::vector<Image> images;
std::vector<Texture> textures;
std::vector<Material> materials;
std::vector<Node> nodes;
std::string path;
~VulkanglTFScene();
VkDescriptorImageInfo getTextureDescriptor(const size_t index);
void loadImages(tinygltf::Model& input);
void loadTextures(tinygltf::Model& input);
void loadMaterials(tinygltf::Model& input);
void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFScene::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFScene::Vertex>& vertexBuffer);
void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFScene::Node node, bool separate);
};
class VulkanExample : public VulkanExampleBase
{
public:
VulkanglTFScene glTFScene;
enum VertexAttributeSettings { interleaved, separate };
VertexAttributeSettings vertexAttributeSettings = separate;
// Buffers for the separate vertex attributes
struct VertexAttributeBuffers {
vks::Buffer pos, normal, uv, tangent;
} vertexAttibuteBuffers;
struct ShaderData {
vks::Buffer buffer;
struct Values {
glm::mat4 projection;
glm::mat4 view;
glm::vec4 lightPos = glm::vec4(0.0f, 2.5f, 0.0f, 1.0f);
glm::vec4 viewPos;
} values;
} shaderData;
struct Pipelines {
VkPipeline vertexAttributesInterleaved;
VkPipeline vertexAttributesSeparate;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
struct DescriptorSetLayouts {
VkDescriptorSetLayout matrices;
VkDescriptorSetLayout textures;
} descriptorSetLayouts;
VulkanExample();
~VulkanExample();
virtual void getEnabledFeatures();
void buildCommandBuffers();
void loadglTFFile(std::string filename);
void loadAssets();
void setupDescriptors();
void preparePipelines();
void prepareUniformBuffers();
void updateUniformBuffers();
void prepare();
virtual void render();
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
};