* 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
172 lines
4.9 KiB
C
172 lines
4.9 KiB
C
/* -*- tab-width: 4; -*- */
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/* vi: set sw=2 ts=4 expandtab: */
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/* $Id: df002b39ae6b9b3b995e7633ff96acf0d285edcc $ */
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/*
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* ©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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* @internal
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* @file checkheader.c
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* @~English
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*
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* @brief Function to verify a KTX file header
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*
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* @author Mark Callow, HI Corporation
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*/
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/*
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* Author: Georg Kolling, Imagination Technology with modifications
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* by Mark Callow, HI Corporation.
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*/
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#include <assert.h>
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#include <string.h>
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#include "ktx.h"
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#include "ktxint.h"
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/**
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* @internal
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* @~English
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* @brief Check a KTX file header.
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*
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* As well as checking that the header identifies a KTX file, the function
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* sanity checks the values and returns information about the texture in a
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* struct KTX_supplementary_info.
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*
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* @param pHeader pointer to the KTX header to check
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* @param pSuppInfo pointer to a KTX_supplementary_info structure in which to
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* return information about the texture.
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*
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* @author Georg Kolling, Imagination Technology
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* @author Mark Callow, HI Corporation
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*/
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KTX_error_code _ktxCheckHeader(KTX_header* pHeader,
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KTX_supplemental_info* pSuppInfo)
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{
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ktx_uint8_t identifier_reference[12] = KTX_IDENTIFIER_REF;
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ktx_uint32_t max_dim;
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assert(pHeader != NULL && pSuppInfo != NULL);
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/* Compare identifier, is this a KTX file? */
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if (memcmp(pHeader->identifier, identifier_reference, 12) != 0)
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{
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return KTX_UNKNOWN_FILE_FORMAT;
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}
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if (pHeader->endianness == KTX_ENDIAN_REF_REV)
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{
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/* Convert endianness of pHeader fields. */
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_ktxSwapEndian32(&pHeader->glType, 12);
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if (pHeader->glTypeSize != 1 &&
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pHeader->glTypeSize != 2 &&
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pHeader->glTypeSize != 4)
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{
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/* Only 8-, 16-, and 32-bit types supported so far. */
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return KTX_FILE_DATA_ERROR;
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}
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}
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else if (pHeader->endianness != KTX_ENDIAN_REF)
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{
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return KTX_FILE_DATA_ERROR;
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}
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/* Check glType and glFormat */
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pSuppInfo->compressed = 0;
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if (pHeader->glType == 0 || pHeader->glFormat == 0)
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{
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if (pHeader->glType + pHeader->glFormat != 0)
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{
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/* either both or none of glType, glFormat must be zero */
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return KTX_FILE_DATA_ERROR;
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}
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pSuppInfo->compressed = 1;
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}
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if (pHeader->glFormat == pHeader->glInternalformat) {
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// glInternalFormat is either unsized (which is no longer and should
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// never have been supported by libktx) or glFormat is sized.
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return KTX_FILE_DATA_ERROR;
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}
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/* Check texture dimensions. KTX files can store 8 types of textures:
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1D, 2D, 3D, cube, and array variants of these. There is currently
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no GL extension for 3D array textures. */
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if ((pHeader->pixelWidth == 0) ||
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(pHeader->pixelDepth > 0 && pHeader->pixelHeight == 0))
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{
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/* texture must have width */
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/* texture must have height if it has depth */
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return KTX_FILE_DATA_ERROR;
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}
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if (pHeader->pixelDepth > 0)
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{
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if (pHeader->numberOfArrayElements > 0)
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{
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/* No 3D array textures yet. */
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return KTX_UNSUPPORTED_TEXTURE_TYPE;
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}
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pSuppInfo->textureDimension = 3;
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}
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else if (pHeader->pixelHeight > 0)
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{
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pSuppInfo->textureDimension = 2;
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}
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else
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{
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pSuppInfo->textureDimension = 1;
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}
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if (pHeader->numberOfFaces == 6)
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{
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if (pSuppInfo->textureDimension != 2)
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{
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/* cube map needs 2D faces */
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return KTX_FILE_DATA_ERROR;
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}
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}
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else if (pHeader->numberOfFaces != 1)
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{
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/* numberOfFaces must be either 1 or 6 */
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return KTX_FILE_DATA_ERROR;
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}
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/* Check number of mipmap levels */
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if (pHeader->numberOfMipmapLevels == 0)
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{
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pSuppInfo->generateMipmaps = 1;
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pHeader->numberOfMipmapLevels = 1;
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}
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else
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{
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pSuppInfo->generateMipmaps = 0;
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}
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/* This test works for arrays too because height or depth will be 0. */
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max_dim = MAX(MAX(pHeader->pixelWidth, pHeader->pixelHeight), pHeader->pixelDepth);
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if (max_dim < ((ktx_uint32_t)1 << (pHeader->numberOfMipmapLevels - 1)))
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{
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/* Can't have more mip levels than 1 + log2(max(width, height, depth)) */
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return KTX_FILE_DATA_ERROR;
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}
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return KTX_SUCCESS;
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}
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