reconstructed cpp file
parent
4a5cd74dc3
commit
46b3d24dd7
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@ -30,7 +30,7 @@ function(buildHomework HOMEWORK_NAME)
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# Add optional readme / tutorial
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file(GLOB README_FILES "${HOMEWORK_FOLDER}/*.md")
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if(WIN32)
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add_executable(${HOMEWORK_NAME} WIN32 ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES} "render/glTFModel.h")
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add_executable(${HOMEWORK_NAME} WIN32 ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES} "render/glTFModel.h" "render/glTFModel.cpp")
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target_link_libraries(${HOMEWORK_NAME} base ${Vulkan_LIBRARY} ${WINLIBS})
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else(WIN32)
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add_executable(${HOMEWORK_NAME} ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES})
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@ -0,0 +1,494 @@
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#pragma once
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#include "glTFModel.h"
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/*
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glTF loading functions
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The following functions take a glTF input model loaded via tinyglTF and convert all required data into our own structure
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*/
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void VulkanglTFModel::loadImages(tinygltf::Model& input)
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{
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// Images can be stored inside the glTF (which is the case for the sample model), so instead of directly
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// loading them from disk, we fetch them from the glTF loader and upload the buffers
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images.resize(input.images.size());
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for (size_t i = 0; i < input.images.size(); i++) {
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tinygltf::Image& glTFImage = input.images[i];
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// Get the image data from the glTF loader
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unsigned char* buffer = nullptr;
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VkDeviceSize bufferSize = 0;
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bool deleteBuffer = false;
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// We convert RGB-only images to RGBA, as most devices don't support RGB-formats in Vulkan
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if (glTFImage.component == 3) {
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bufferSize = glTFImage.width * glTFImage.height * 4;
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buffer = new unsigned char[bufferSize];
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unsigned char* rgba = buffer;
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unsigned char* rgb = &glTFImage.image[0];
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for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) {
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memcpy(rgba, rgb, sizeof(unsigned char) * 3);
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rgba += 4;
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rgb += 3;
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}
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deleteBuffer = true;
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}
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else {
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buffer = &glTFImage.image[0];
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bufferSize = glTFImage.image.size();
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}
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// Load texture from image buffer
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images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, copyQueue);
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if (deleteBuffer) {
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delete[] buffer;
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}
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}
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}
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void VulkanglTFModel::loadTextures(tinygltf::Model& input)
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{
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textures.resize(input.textures.size());
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for (size_t i = 0; i < input.textures.size(); i++) {
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textures[i].imageIndex = input.textures[i].source;
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}
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}
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void VulkanglTFModel::loadAnimations(tinygltf::Model& input)
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{
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animations.resize(input.animations.size());
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for (size_t i = 0; i < input.animations.size(); ++i)
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{
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auto glTFAnimation = input.animations[i];
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animations[i].name = glTFAnimation.name;
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//Samplers
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animations[i].samplers.resize(glTFAnimation.samplers.size());
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for (size_t j = 0; j < glTFAnimation.samplers.size(); ++j)
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{
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auto glTFSampler = glTFAnimation.samplers[j];
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auto& dstSampler = animations[i].samplers[j];
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dstSampler.interpolation = glTFSampler.interpolation;
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// Read sampler keyframe input time values
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{
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const auto& accessor = input.accessors[glTFSampler.input];
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const auto& bufferView = input.bufferViews[accessor.bufferView];
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const auto& buffer = input.buffers[bufferView.buffer];
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const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
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const float* buf = static_cast<const float*>(dataPtr);
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for (size_t index = 0; index < accessor.count; ++index)
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{
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dstSampler.inputs.push_back(buf[index]);
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}
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// Adjust animation's start and end times
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for (auto input : animations[i].samplers[j].inputs)
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{
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if (input < animations[i].start)
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{
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animations[i].start = input;
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};
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if (input > animations[i].end)
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{
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animations[i].end = input;
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}
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}
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}
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// Read sampler keyframe output translate/rotate/scale values
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{
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const auto& accessor = input.accessors[glTFSampler.output];
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const auto& bufferView = input.bufferViews[accessor.bufferView];
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const auto& buffer = input.buffers[bufferView.buffer];
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const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
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switch (accessor.type)
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{
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case TINYGLTF_TYPE_VEC3:
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{
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const glm::vec3* buf = static_cast<const glm::vec3*>(dataPtr);
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for (size_t index = 0; index < accessor.count; index++)
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{
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dstSampler.outputsVec4.push_back(glm::vec4(buf[index], 0.0f));
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}
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break;
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}
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case TINYGLTF_TYPE_VEC4:
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{
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const glm::vec4* buf = static_cast<const glm::vec4*>(dataPtr);
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for (size_t index = 0; index < accessor.count; index++)
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{
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dstSampler.outputsVec4.push_back(buf[index]);
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}
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break;
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}
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default:
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{
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std::cout << "unknown type" << std::endl;
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break;
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}
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}
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}
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}
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animations[i].channels.resize(glTFAnimation.channels.size());
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for (size_t j = 0; j < glTFAnimation.channels.size(); ++j)
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{
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auto glTFChannel = glTFAnimation.channels[j];
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auto& dstChannel = animations[i].channels[j];
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dstChannel.path = glTFChannel.target_path;
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dstChannel.samplerIndex = glTFChannel.sampler;
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dstChannel.node = nodeFromIndex(glTFChannel.target_node);
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}
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}
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}
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void VulkanglTFModel::loadMaterials(tinygltf::Model& input)
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{
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materials.resize(input.materials.size());
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for (size_t i = 0; i < input.materials.size(); i++) {
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// We only read the most basic properties required for our sample
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tinygltf::Material glTFMaterial = input.materials[i];
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// Get the base color factor
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if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) {
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materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
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}
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// Get base color texture index
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if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) {
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materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex();
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}
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if (glTFMaterial.values.find("metallicRoughnessTexture") != glTFMaterial.values.end()) {
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materials[i].matalicRoughTextureIndex = glTFMaterial.values["metallicRoughnessTexture"].TextureIndex();
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}
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if (glTFMaterial.additionalValues.find("normalTexture") != glTFMaterial.additionalValues.end())
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{
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materials[i].normalMapTextureIndex = glTFMaterial.additionalValues["normalTexture"].TextureIndex();
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}
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if (glTFMaterial.emissiveTexture.index != -1)
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{
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materials[i].emissiveTextureIndex = glTFMaterial.emissiveTexture.index;
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}
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if (glTFMaterial.emissiveFactor.size() == 3)
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{
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materials[i].materialData.values.emissiveFactor = glm::make_vec3(glTFMaterial.emissiveFactor.data());
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}
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if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end())
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{
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materials[i].materialData.values.baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
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}
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}
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}
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void VulkanglTFModel::loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
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{
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VulkanglTFModel::Node* node = new VulkanglTFModel::Node{};
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node->matrix = glm::mat4(1.0f);
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node->parent = parent;
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node->index = nodeIndex;
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// Get the local node matrix
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// It's either made up from translation, rotation, scale or a 4x4 matrix
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if (inputNode.translation.size() == 3) {
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node->matrix = glm::translate(node->matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
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}
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if (inputNode.rotation.size() == 4) {
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glm::quat q = glm::make_quat(inputNode.rotation.data());
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node->matrix *= glm::mat4(q);
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}
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if (inputNode.scale.size() == 3) {
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node->matrix = glm::scale(node->matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
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}
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if (inputNode.matrix.size() == 16) {
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node->matrix = glm::make_mat4x4(inputNode.matrix.data());
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};
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// Load node's children
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if (inputNode.children.size() > 0) {
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for (size_t i = 0; i < inputNode.children.size(); i++) {
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loadNode(input.nodes[inputNode.children[i]], input, node, inputNode.children[i], indexBuffer, vertexBuffer);
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}
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}
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// If the node contains mesh data, we load vertices and indices from the buffers
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// In glTF this is done via accessors and buffer views
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if (inputNode.mesh > -1) {
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const tinygltf::Mesh mesh = input.meshes[inputNode.mesh];
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// Iterate through all primitives of this node's mesh
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for (size_t i = 0; i < mesh.primitives.size(); i++) {
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const tinygltf::Primitive& glTFPrimitive = mesh.primitives[i];
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uint32_t firstIndex = static_cast<uint32_t>(indexBuffer.size());
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uint32_t vertexStart = static_cast<uint32_t>(vertexBuffer.size());
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uint32_t indexCount = 0;
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// Vertices
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{
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const float* positionBuffer = nullptr;
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const float* normalsBuffer = nullptr;
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const float* texCoordsBuffer = nullptr;
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const float* tangentsBuffer = nullptr;
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size_t vertexCount = 0;
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// Get buffer data for vertex positions
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if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) {
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const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("POSITION")->second];
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const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
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positionBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
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vertexCount = accessor.count;
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}
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// Get buffer data for vertex normals
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if (glTFPrimitive.attributes.find("NORMAL") != glTFPrimitive.attributes.end()) {
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const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("NORMAL")->second];
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const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
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normalsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
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}
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// Get buffer data for vertex texture coordinates
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// glTF supports multiple sets, we only load the first one
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if (glTFPrimitive.attributes.find("TEXCOORD_0") != glTFPrimitive.attributes.end()) {
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const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second];
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const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
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texCoordsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
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}
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if (glTFPrimitive.attributes.find("TANGENT") != glTFPrimitive.attributes.end())
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{
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const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TANGENT")->second];
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const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
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tangentsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
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}
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// Append data to model's vertex buffer
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for (size_t v = 0; v < vertexCount; v++) {
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Vertex vert{};
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vert.pos = glm::vec4(glm::make_vec3(&positionBuffer[v * 3]), 1.0f);
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vert.normal = glm::normalize(glm::vec3(normalsBuffer ? glm::make_vec3(&normalsBuffer[v * 3]) : glm::vec3(0.0f)));
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vert.uv = texCoordsBuffer ? glm::make_vec2(&texCoordsBuffer[v * 2]) : glm::vec3(0.0f);
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vert.tangent = tangentsBuffer ? glm::normalize(glm::make_vec3(&tangentsBuffer[v * 4])) : glm::vec3(0.0f);
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vert.color = glm::vec3(1.0f, 1.0f, nodeIndex);//Temp set index in color attribute
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vertexBuffer.push_back(vert);
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}
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}
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// Indices
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{
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const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.indices];
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const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer];
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indexCount += static_cast<uint32_t>(accessor.count);
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// glTF supports different component types of indices
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switch (accessor.componentType) {
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case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: {
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const uint32_t* buf = reinterpret_cast<const uint32_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
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for (size_t index = 0; index < accessor.count; index++) {
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indexBuffer.push_back(buf[index] + vertexStart);
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}
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break;
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}
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case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: {
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const uint16_t* buf = reinterpret_cast<const uint16_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
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for (size_t index = 0; index < accessor.count; index++) {
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indexBuffer.push_back(buf[index] + vertexStart);
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}
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break;
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}
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case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: {
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const uint8_t* buf = reinterpret_cast<const uint8_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
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for (size_t index = 0; index < accessor.count; index++) {
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indexBuffer.push_back(buf[index] + vertexStart);
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}
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break;
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}
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default:
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std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
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return;
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}
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}
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Primitive primitive{};
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primitive.firstIndex = firstIndex;
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primitive.indexCount = indexCount;
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primitive.materialIndex = glTFPrimitive.material;
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node->mesh.primitives.push_back(primitive);
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}
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}
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if (parent) {
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parent->children.push_back(node);
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}
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else {
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nodes.push_back(node);
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}
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}
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VulkanglTFModel::Node* VulkanglTFModel::findNode(Node* parent, uint32_t index)
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{
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Node* nodeFound = nullptr;
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if (parent->index == index)
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{
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return parent;
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}
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for (auto& child : parent->children)
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{
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nodeFound = findNode(child, index);
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if (nodeFound)
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{
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break;
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}
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}
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return nodeFound;
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}
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VulkanglTFModel::Node* VulkanglTFModel::nodeFromIndex(uint32_t index)
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{
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Node* nodeFound = nullptr;
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for (auto& node : nodes)
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{
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nodeFound = findNode(node, index);
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if (nodeFound)
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{
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break;
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}
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}
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return nodeFound;
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}
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void VulkanglTFModel::updateAnimation(float deltaTime, vks::Buffer& buffer)
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{
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constexpr uint32_t activeAnimation = 0;
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Animation& animation = animations[activeAnimation];
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animation.currentTime += deltaTime;
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if (animation.currentTime > animation.end)
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{
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animation.currentTime -= animation.end;
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}
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for (auto& channel : animation.channels)
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{
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auto& sampler = animation.samplers[channel.samplerIndex];
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for (size_t i = 0; i < sampler.inputs.size() - 1; ++i)
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{
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if (sampler.interpolation != "LINEAR")
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{
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std::cout << "This sample only supports linear interpolations\n";
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continue;
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}
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if ((animation.currentTime >= sampler.inputs[i]) && (animation.currentTime <= sampler.inputs[i + 1]))
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{
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float ratio = (animation.currentTime - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]);
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if (channel.path == "translation")
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{
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channel.node->translation = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], ratio);
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channel.node->bAnimateNode = true;
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}
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if (channel.path == "rotation")
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{
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glm::quat q1;
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q1.x = sampler.outputsVec4[i].x;
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q1.y = sampler.outputsVec4[i].y;
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q1.z = sampler.outputsVec4[i].z;
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q1.w = sampler.outputsVec4[i].w;
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glm::quat q2;
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q2.x = sampler.outputsVec4[i + 1].x;
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q2.y = sampler.outputsVec4[i + 1].y;
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q2.z = sampler.outputsVec4[i + 1].z;
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q2.w = sampler.outputsVec4[i + 1].w;
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channel.node->rotation = glm::normalize(glm::slerp(q1, q2, ratio));
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channel.node->bAnimateNode = true;
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}
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if (channel.path == "scale")
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{
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||||
channel.node->scale = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], ratio);
|
||||
channel.node->bAnimateNode = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
std::vector<glm::mat4> nodeMatrics(nodeCount);
|
||||
for (auto& node : nodes)
|
||||
{
|
||||
updateNodeMatrix(node, nodeMatrics);
|
||||
}
|
||||
buffer.copyTo(nodeMatrics.data(), nodeCount * sizeof(glm::mat4));
|
||||
}
|
||||
|
||||
void VulkanglTFModel::updateNodeMatrix(Node* node, std::vector<glm::mat4>& nodeMatrics)
|
||||
{
|
||||
nodeMatrics[node->index] = getNodeMatrix(node);
|
||||
for (auto& child : node->children)
|
||||
{
|
||||
updateNodeMatrix(child, nodeMatrics);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 VulkanglTFModel::getNodeMatrix(Node* node)
|
||||
{
|
||||
glm::mat4 nodeMatrix = node->getLocalMatrix();
|
||||
Node* currentParent = node->parent;
|
||||
while (currentParent)
|
||||
{
|
||||
nodeMatrix = currentParent->getLocalMatrix() * nodeMatrix;
|
||||
currentParent = currentParent->parent;
|
||||
}
|
||||
return nodeMatrix;
|
||||
}
|
||||
|
||||
/*
|
||||
glTF rendering functions
|
||||
*/
|
||||
|
||||
// Draw a single node including child nodes (if present)
|
||||
void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node* node, bool bPushConstants)
|
||||
{
|
||||
if (node->mesh.primitives.size() > 0) {
|
||||
// Pass the node's matrix via push constants
|
||||
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
|
||||
glm::mat4 nodeMatrix = node->matrix;
|
||||
VulkanglTFModel::Node* currentParent = node->parent;
|
||||
while (currentParent) {
|
||||
nodeMatrix = currentParent->matrix * nodeMatrix;
|
||||
currentParent = currentParent->parent;
|
||||
}
|
||||
|
||||
for (VulkanglTFModel::Primitive& primitive : node->mesh.primitives) {
|
||||
if (primitive.indexCount > 0) {
|
||||
// Get the texture index for this primitive
|
||||
if (textures.size() > 0)
|
||||
{
|
||||
VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
|
||||
auto normalMap = textures[materials[primitive.materialIndex].normalMapTextureIndex];
|
||||
auto roughMetalMap = textures[materials[primitive.materialIndex].matalicRoughTextureIndex];
|
||||
|
||||
if (materials[primitive.materialIndex].emissiveTextureIndex >= 0)
|
||||
{
|
||||
auto emissiveMap = textures[materials[primitive.materialIndex].emissiveTextureIndex];
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 4, 1, &images[emissiveMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
}
|
||||
|
||||
// Bind the descriptor for the current primitive's texture
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 2, 1, &images[normalMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 3, 1, &images[roughMetalMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 5, 1, &materials[primitive.materialIndex].materialData.descriptorSet, 0, nullptr);
|
||||
}
|
||||
vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto& child : node->children) {
|
||||
drawNode(commandBuffer, pipelineLayout, child, bPushConstants);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the glTF scene starting at the top-level-nodes
|
||||
void VulkanglTFModel::draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, bool flag = true)
|
||||
{
|
||||
// All vertices and indices are stored in single buffers, so we only need to bind once
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
// Render all nodes at top-level
|
||||
for (auto& node : nodes) {
|
||||
drawNode(commandBuffer, pipelineLayout, node, flag);
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
#pragma once
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
@ -11,13 +12,13 @@
|
|||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
|
||||
|
||||
#ifdef VK_USE_PLATFORM_ANDROID_KHR
|
||||
#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
|
||||
#endif
|
||||
|
||||
|
||||
#include "tiny_gltf.h"
|
||||
|
||||
#include "vulkanexamplebase.h"
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
#pragma once
|
||||
|
||||
/*
|
||||
* Vulkan Example - glTF scene loading and rendering
|
||||
*
|
||||
|
@ -15,503 +17,27 @@
|
|||
*
|
||||
* If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
|
||||
*/
|
||||
|
||||
#ifndef TINYGLTF_IMPLEMENTATION
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#endif
|
||||
#ifndef STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#endif
|
||||
|
||||
#ifndef TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
#define TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
#endif
|
||||
|
||||
|
||||
#include "render.h"
|
||||
#include "glTFModel.h"
|
||||
/*
|
||||
glTF loading functions
|
||||
|
||||
The following functions take a glTF input model loaded via tinyglTF and convert all required data into our own structure
|
||||
*/
|
||||
|
||||
void VulkanglTFModel::loadImages(tinygltf::Model& input)
|
||||
{
|
||||
// Images can be stored inside the glTF (which is the case for the sample model), so instead of directly
|
||||
// loading them from disk, we fetch them from the glTF loader and upload the buffers
|
||||
images.resize(input.images.size());
|
||||
for (size_t i = 0; i < input.images.size(); i++) {
|
||||
tinygltf::Image& glTFImage = input.images[i];
|
||||
// Get the image data from the glTF loader
|
||||
unsigned char* buffer = nullptr;
|
||||
VkDeviceSize bufferSize = 0;
|
||||
bool deleteBuffer = false;
|
||||
// We convert RGB-only images to RGBA, as most devices don't support RGB-formats in Vulkan
|
||||
if (glTFImage.component == 3) {
|
||||
bufferSize = glTFImage.width * glTFImage.height * 4;
|
||||
buffer = new unsigned char[bufferSize];
|
||||
unsigned char* rgba = buffer;
|
||||
unsigned char* rgb = &glTFImage.image[0];
|
||||
for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) {
|
||||
memcpy(rgba, rgb, sizeof(unsigned char) * 3);
|
||||
rgba += 4;
|
||||
rgb += 3;
|
||||
}
|
||||
deleteBuffer = true;
|
||||
}
|
||||
else {
|
||||
buffer = &glTFImage.image[0];
|
||||
bufferSize = glTFImage.image.size();
|
||||
}
|
||||
// Load texture from image buffer
|
||||
images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, copyQueue);
|
||||
if (deleteBuffer) {
|
||||
delete[] buffer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanglTFModel::loadTextures(tinygltf::Model& input)
|
||||
{
|
||||
textures.resize(input.textures.size());
|
||||
for (size_t i = 0; i < input.textures.size(); i++) {
|
||||
textures[i].imageIndex = input.textures[i].source;
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanglTFModel::loadAnimations(tinygltf::Model& input)
|
||||
{
|
||||
animations.resize(input.animations.size());
|
||||
|
||||
for (size_t i = 0; i < input.animations.size(); ++i)
|
||||
{
|
||||
auto glTFAnimation = input.animations[i];
|
||||
animations[i].name = glTFAnimation.name;
|
||||
|
||||
//Samplers
|
||||
animations[i].samplers.resize(glTFAnimation.samplers.size());
|
||||
for (size_t j = 0; j < glTFAnimation.samplers.size(); ++j)
|
||||
{
|
||||
auto glTFSampler = glTFAnimation.samplers[j];
|
||||
auto& dstSampler = animations[i].samplers[j];
|
||||
dstSampler.interpolation = glTFSampler.interpolation;
|
||||
|
||||
// Read sampler keyframe input time values
|
||||
{
|
||||
const auto& accessor = input.accessors[glTFSampler.input];
|
||||
const auto& bufferView = input.bufferViews[accessor.bufferView];
|
||||
const auto& buffer = input.buffers[bufferView.buffer];
|
||||
const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
|
||||
const float* buf = static_cast<const float*>(dataPtr);
|
||||
for (size_t index = 0; index < accessor.count; ++index)
|
||||
{
|
||||
dstSampler.inputs.push_back(buf[index]);
|
||||
}
|
||||
// Adjust animation's start and end times
|
||||
for (auto input : animations[i].samplers[j].inputs)
|
||||
{
|
||||
if (input < animations[i].start)
|
||||
{
|
||||
animations[i].start = input;
|
||||
};
|
||||
if (input > animations[i].end)
|
||||
{
|
||||
animations[i].end = input;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Read sampler keyframe output translate/rotate/scale values
|
||||
{
|
||||
const auto& accessor = input.accessors[glTFSampler.output];
|
||||
const auto& bufferView = input.bufferViews[accessor.bufferView];
|
||||
const auto& buffer = input.buffers[bufferView.buffer];
|
||||
const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
|
||||
switch (accessor.type)
|
||||
{
|
||||
case TINYGLTF_TYPE_VEC3:
|
||||
{
|
||||
const glm::vec3* buf = static_cast<const glm::vec3*>(dataPtr);
|
||||
for (size_t index = 0; index < accessor.count; index++)
|
||||
{
|
||||
dstSampler.outputsVec4.push_back(glm::vec4(buf[index], 0.0f));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case TINYGLTF_TYPE_VEC4:
|
||||
{
|
||||
const glm::vec4* buf = static_cast<const glm::vec4*>(dataPtr);
|
||||
for (size_t index = 0; index < accessor.count; index++)
|
||||
{
|
||||
dstSampler.outputsVec4.push_back(buf[index]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
std::cout << "unknown type" << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
animations[i].channels.resize(glTFAnimation.channels.size());
|
||||
for (size_t j = 0; j < glTFAnimation.channels.size(); ++j)
|
||||
{
|
||||
auto glTFChannel = glTFAnimation.channels[j];
|
||||
auto& dstChannel = animations[i].channels[j];
|
||||
dstChannel.path = glTFChannel.target_path;
|
||||
dstChannel.samplerIndex = glTFChannel.sampler;
|
||||
dstChannel.node = nodeFromIndex(glTFChannel.target_node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanglTFModel::loadMaterials(tinygltf::Model& input)
|
||||
{
|
||||
materials.resize(input.materials.size());
|
||||
for (size_t i = 0; i < input.materials.size(); i++) {
|
||||
// We only read the most basic properties required for our sample
|
||||
tinygltf::Material glTFMaterial = input.materials[i];
|
||||
// Get the base color factor
|
||||
if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) {
|
||||
materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
|
||||
}
|
||||
// Get base color texture index
|
||||
if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) {
|
||||
materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex();
|
||||
}
|
||||
if (glTFMaterial.values.find("metallicRoughnessTexture") != glTFMaterial.values.end()) {
|
||||
materials[i].matalicRoughTextureIndex = glTFMaterial.values["metallicRoughnessTexture"].TextureIndex();
|
||||
}
|
||||
if (glTFMaterial.additionalValues.find("normalTexture") != glTFMaterial.additionalValues.end())
|
||||
{
|
||||
materials[i].normalMapTextureIndex = glTFMaterial.additionalValues["normalTexture"].TextureIndex();
|
||||
}
|
||||
if (glTFMaterial.emissiveTexture.index != -1)
|
||||
{
|
||||
materials[i].emissiveTextureIndex = glTFMaterial.emissiveTexture.index;
|
||||
}
|
||||
if (glTFMaterial.emissiveFactor.size() == 3)
|
||||
{
|
||||
materials[i].materialData.values.emissiveFactor = glm::make_vec3(glTFMaterial.emissiveFactor.data());
|
||||
}
|
||||
|
||||
if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end())
|
||||
{
|
||||
materials[i].materialData.values.baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanglTFModel::loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex,std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
|
||||
{
|
||||
VulkanglTFModel::Node* node = new VulkanglTFModel::Node{};
|
||||
node->matrix = glm::mat4(1.0f);
|
||||
node->parent = parent;
|
||||
node->index = nodeIndex;
|
||||
|
||||
// Get the local node matrix
|
||||
// It's either made up from translation, rotation, scale or a 4x4 matrix
|
||||
if (inputNode.translation.size() == 3) {
|
||||
node->matrix = glm::translate(node->matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
|
||||
}
|
||||
if (inputNode.rotation.size() == 4) {
|
||||
glm::quat q = glm::make_quat(inputNode.rotation.data());
|
||||
node->matrix *= glm::mat4(q);
|
||||
}
|
||||
if (inputNode.scale.size() == 3) {
|
||||
node->matrix = glm::scale(node->matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
|
||||
}
|
||||
if (inputNode.matrix.size() == 16) {
|
||||
node->matrix = glm::make_mat4x4(inputNode.matrix.data());
|
||||
};
|
||||
|
||||
// Load node's children
|
||||
if (inputNode.children.size() > 0) {
|
||||
for (size_t i = 0; i < inputNode.children.size(); i++) {
|
||||
loadNode(input.nodes[inputNode.children[i]], input , node, inputNode.children[i],indexBuffer, vertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// If the node contains mesh data, we load vertices and indices from the buffers
|
||||
// In glTF this is done via accessors and buffer views
|
||||
if (inputNode.mesh > -1) {
|
||||
const tinygltf::Mesh mesh = input.meshes[inputNode.mesh];
|
||||
// Iterate through all primitives of this node's mesh
|
||||
for (size_t i = 0; i < mesh.primitives.size(); i++) {
|
||||
const tinygltf::Primitive& glTFPrimitive = mesh.primitives[i];
|
||||
uint32_t firstIndex = static_cast<uint32_t>(indexBuffer.size());
|
||||
uint32_t vertexStart = static_cast<uint32_t>(vertexBuffer.size());
|
||||
uint32_t indexCount = 0;
|
||||
// Vertices
|
||||
{
|
||||
const float* positionBuffer = nullptr;
|
||||
const float* normalsBuffer = nullptr;
|
||||
const float* texCoordsBuffer = nullptr;
|
||||
const float* tangentsBuffer = nullptr;
|
||||
size_t vertexCount = 0;
|
||||
|
||||
// Get buffer data for vertex positions
|
||||
if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) {
|
||||
const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("POSITION")->second];
|
||||
const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
|
||||
positionBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
|
||||
vertexCount = accessor.count;
|
||||
}
|
||||
// Get buffer data for vertex normals
|
||||
if (glTFPrimitive.attributes.find("NORMAL") != glTFPrimitive.attributes.end()) {
|
||||
const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("NORMAL")->second];
|
||||
const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
|
||||
normalsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
|
||||
}
|
||||
// Get buffer data for vertex texture coordinates
|
||||
// glTF supports multiple sets, we only load the first one
|
||||
if (glTFPrimitive.attributes.find("TEXCOORD_0") != glTFPrimitive.attributes.end()) {
|
||||
const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second];
|
||||
const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
|
||||
texCoordsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
|
||||
}
|
||||
|
||||
if (glTFPrimitive.attributes.find("TANGENT") != glTFPrimitive.attributes.end())
|
||||
{
|
||||
const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TANGENT")->second];
|
||||
const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
|
||||
tangentsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
|
||||
}
|
||||
|
||||
// Append data to model's vertex buffer
|
||||
for (size_t v = 0; v < vertexCount; v++) {
|
||||
Vertex vert{};
|
||||
vert.pos = glm::vec4(glm::make_vec3(&positionBuffer[v * 3]), 1.0f);
|
||||
vert.normal = glm::normalize(glm::vec3(normalsBuffer ? glm::make_vec3(&normalsBuffer[v * 3]) : glm::vec3(0.0f)));
|
||||
vert.uv = texCoordsBuffer ? glm::make_vec2(&texCoordsBuffer[v * 2]) : glm::vec3(0.0f);
|
||||
vert.tangent = tangentsBuffer ? glm::normalize(glm::make_vec3(&tangentsBuffer[v * 4])) : glm::vec3(0.0f);
|
||||
vert.color = glm::vec3(1.0f, 1.0f, nodeIndex);//Temp set index in color attribute
|
||||
vertexBuffer.push_back(vert);
|
||||
}
|
||||
}
|
||||
// Indices
|
||||
{
|
||||
const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.indices];
|
||||
const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView];
|
||||
const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer];
|
||||
|
||||
indexCount += static_cast<uint32_t>(accessor.count);
|
||||
|
||||
// glTF supports different component types of indices
|
||||
switch (accessor.componentType) {
|
||||
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: {
|
||||
const uint32_t* buf = reinterpret_cast<const uint32_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
|
||||
for (size_t index = 0; index < accessor.count; index++) {
|
||||
indexBuffer.push_back(buf[index] + vertexStart);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: {
|
||||
const uint16_t* buf = reinterpret_cast<const uint16_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
|
||||
for (size_t index = 0; index < accessor.count; index++) {
|
||||
indexBuffer.push_back(buf[index] + vertexStart);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: {
|
||||
const uint8_t* buf = reinterpret_cast<const uint8_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
|
||||
for (size_t index = 0; index < accessor.count; index++) {
|
||||
indexBuffer.push_back(buf[index] + vertexStart);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
|
||||
return;
|
||||
}
|
||||
}
|
||||
Primitive primitive{};
|
||||
primitive.firstIndex = firstIndex;
|
||||
primitive.indexCount = indexCount;
|
||||
primitive.materialIndex = glTFPrimitive.material;
|
||||
node->mesh.primitives.push_back(primitive);
|
||||
}
|
||||
}
|
||||
|
||||
if (parent) {
|
||||
parent->children.push_back(node);
|
||||
}
|
||||
else {
|
||||
nodes.push_back(node);
|
||||
}
|
||||
}
|
||||
|
||||
VulkanglTFModel::Node* VulkanglTFModel::findNode(Node* parent, uint32_t index)
|
||||
{
|
||||
Node* nodeFound = nullptr;
|
||||
if (parent->index == index)
|
||||
{
|
||||
return parent;
|
||||
}
|
||||
for (auto& child : parent->children)
|
||||
{
|
||||
nodeFound = findNode(child, index);
|
||||
if (nodeFound)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
return nodeFound;
|
||||
}
|
||||
|
||||
VulkanglTFModel::Node* VulkanglTFModel::nodeFromIndex(uint32_t index)
|
||||
{
|
||||
Node* nodeFound = nullptr;
|
||||
for (auto& node : nodes)
|
||||
{
|
||||
nodeFound = findNode(node, index);
|
||||
if (nodeFound)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
return nodeFound;
|
||||
}
|
||||
|
||||
void VulkanglTFModel::updateAnimation(float deltaTime, vks::Buffer& buffer)
|
||||
{
|
||||
constexpr uint32_t activeAnimation = 0;
|
||||
Animation& animation = animations[activeAnimation];
|
||||
animation.currentTime += deltaTime;
|
||||
if (animation.currentTime > animation.end)
|
||||
{
|
||||
animation.currentTime -= animation.end;
|
||||
}
|
||||
|
||||
for (auto& channel : animation.channels)
|
||||
{
|
||||
auto& sampler = animation.samplers[channel.samplerIndex];
|
||||
for (size_t i = 0; i < sampler.inputs.size() - 1; ++i)
|
||||
{
|
||||
if (sampler.interpolation != "LINEAR")
|
||||
{
|
||||
std::cout << "This sample only supports linear interpolations\n";
|
||||
continue;
|
||||
}
|
||||
if ((animation.currentTime >= sampler.inputs[i]) && (animation.currentTime <= sampler.inputs[i + 1]))
|
||||
{
|
||||
float ratio = (animation.currentTime - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]);
|
||||
if (channel.path == "translation")
|
||||
{
|
||||
channel.node->translation = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], ratio);
|
||||
channel.node->bAnimateNode = true;
|
||||
}
|
||||
if (channel.path == "rotation")
|
||||
{
|
||||
glm::quat q1;
|
||||
q1.x = sampler.outputsVec4[i].x;
|
||||
q1.y = sampler.outputsVec4[i].y;
|
||||
q1.z = sampler.outputsVec4[i].z;
|
||||
q1.w = sampler.outputsVec4[i].w;
|
||||
|
||||
glm::quat q2;
|
||||
q2.x = sampler.outputsVec4[i + 1].x;
|
||||
q2.y = sampler.outputsVec4[i + 1].y;
|
||||
q2.z = sampler.outputsVec4[i + 1].z;
|
||||
q2.w = sampler.outputsVec4[i + 1].w;
|
||||
|
||||
channel.node->rotation = glm::normalize(glm::slerp(q1, q2, ratio));
|
||||
channel.node->bAnimateNode = true;
|
||||
}
|
||||
if (channel.path == "scale")
|
||||
{
|
||||
channel.node->scale = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], ratio);
|
||||
channel.node->bAnimateNode = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
std::vector<glm::mat4> nodeMatrics(nodeCount);
|
||||
for (auto& node : nodes)
|
||||
{
|
||||
updateNodeMatrix(node, nodeMatrics);
|
||||
}
|
||||
buffer.copyTo(nodeMatrics.data(), nodeCount * sizeof(glm::mat4));
|
||||
}
|
||||
|
||||
void VulkanglTFModel::updateNodeMatrix(Node* node, std::vector<glm::mat4>& nodeMatrics)
|
||||
{
|
||||
nodeMatrics[node->index] = getNodeMatrix(node);
|
||||
for (auto& child : node->children)
|
||||
{
|
||||
updateNodeMatrix(child, nodeMatrics);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 VulkanglTFModel::getNodeMatrix(Node* node)
|
||||
{
|
||||
glm::mat4 nodeMatrix = node->getLocalMatrix();
|
||||
Node* currentParent = node->parent;
|
||||
while (currentParent)
|
||||
{
|
||||
nodeMatrix = currentParent->getLocalMatrix() * nodeMatrix;
|
||||
currentParent = currentParent->parent;
|
||||
}
|
||||
return nodeMatrix;
|
||||
}
|
||||
|
||||
/*
|
||||
glTF rendering functions
|
||||
*/
|
||||
|
||||
// Draw a single node including child nodes (if present)
|
||||
void VulkanglTFModel::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node* node, bool bPushConstants)
|
||||
{
|
||||
if (node->mesh.primitives.size() > 0) {
|
||||
// Pass the node's matrix via push constants
|
||||
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
|
||||
glm::mat4 nodeMatrix = node->matrix;
|
||||
VulkanglTFModel::Node* currentParent = node->parent;
|
||||
while (currentParent) {
|
||||
nodeMatrix = currentParent->matrix * nodeMatrix;
|
||||
currentParent = currentParent->parent;
|
||||
}
|
||||
|
||||
for (VulkanglTFModel::Primitive& primitive : node->mesh.primitives) {
|
||||
if (primitive.indexCount > 0) {
|
||||
// Get the texture index for this primitive
|
||||
if (textures.size() > 0)
|
||||
{
|
||||
VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
|
||||
auto normalMap = textures[materials[primitive.materialIndex].normalMapTextureIndex];
|
||||
auto roughMetalMap = textures[materials[primitive.materialIndex].matalicRoughTextureIndex];
|
||||
|
||||
if (materials[primitive.materialIndex].emissiveTextureIndex >= 0)
|
||||
{
|
||||
auto emissiveMap = textures[materials[primitive.materialIndex].emissiveTextureIndex];
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 4, 1, &images[emissiveMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
}
|
||||
|
||||
// Bind the descriptor for the current primitive's texture
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 2, 1, &images[normalMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 3, 1, &images[roughMetalMap.imageIndex].descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 5, 1, &materials[primitive.materialIndex].materialData.descriptorSet, 0, nullptr);
|
||||
}
|
||||
vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto& child : node->children) {
|
||||
drawNode(commandBuffer, pipelineLayout, child, bPushConstants);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the glTF scene starting at the top-level-nodes
|
||||
void VulkanglTFModel::draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, bool flag = true)
|
||||
{
|
||||
// All vertices and indices are stored in single buffers, so we only need to bind once
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
// Render all nodes at top-level
|
||||
for (auto& node : nodes) {
|
||||
drawNode(commandBuffer, pipelineLayout, node, flag);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
VulkanExample::VulkanExample():
|
||||
VulkanExampleBase(ENABLE_VALIDATION)
|
||||
{
|
||||
title = "homework1";
|
||||
title = "render";
|
||||
camera.type = Camera::CameraType::lookat;
|
||||
camera.flipY = true;
|
||||
camera.setPosition(glm::vec3(0.0f, -0.1f, -1.0f));
|
||||
|
@ -671,7 +197,7 @@
|
|||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.pbrLayout, 0, 1, &descriptorSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.pbrLayout, 6, 1, &skinDescriptorSet, 0, nullptr);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.solid);
|
||||
glTFModel.draw(drawCmdBuffers[i], pipelineLayouts.pbrLayout);
|
||||
glTFModel.draw(drawCmdBuffers[i], pipelineLayouts.pbrLayout,false);
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
|
||||
{
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#pragma once
|
||||
/*
|
||||
#include <assert.h>
|
||||
#include <stdio.h>
|
||||
|
@ -22,6 +23,7 @@
|
|||
#define TINYGLTF_NO_STB_IMAGE_WRITE
|
||||
#include "tiny_gltf.h"
|
||||
*/
|
||||
|
||||
#include "vulkanexamplebase.h"
|
||||
#include "glTFModel.h"
|
||||
|
||||
|
|
Loading…
Reference in New Issue