procedural-3d-engine/examples/gltfscenerendering/gltfscenerendering.h
Sascha Willems 9ccb7cbd54 Code cleanup
2024-01-06 18:00:43 +01:00

170 lines
4.6 KiB
C++

/*
* Vulkan Example - Scene rendering
*
* Copyright (C) 2020-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*
* Summary:
* Render a complete scene loaded from an glTF file. The sample is based on the glTF model loading sample,
* and adds data structures, functions and shaders required to render a more complex scene using Crytek's Sponza model.
*
* This sample comes with a tutorial, see the README.md in this folder
*/
#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"
// 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::vec3 color;
glm::vec4 tangent;
};
// Single vertex buffer for all primitives
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertices;
// Single index buffer for all primitives
struct {
int count;
VkBuffer buffer;
VkDeviceMemory memory;
} 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;
~Node() {
for (auto& child : children) {
delete child;
}
}
};
// 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;
VkPipeline pipeline;
};
// 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);
void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
};
class VulkanExample : public VulkanExampleBase
{
public:
VulkanglTFScene glTFScene;
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;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
struct DescriptorSetLayouts {
VkDescriptorSetLayout matrices{ VK_NULL_HANDLE };
VkDescriptorSetLayout textures{ VK_NULL_HANDLE };
} 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);
};