243 lines
6.0 KiB
C++
243 lines
6.0 KiB
C++
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
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#endif
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#include "tiny_gltf.h"
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#include "vulkanexamplebase.h"
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#define ENABLE_VALIDATION false
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// Contains everything required to render a glTF model in Vulkan
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// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
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class VulkanglTFModel
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{
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public:
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// The class requires some Vulkan objects so it can create it's own resources
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vks::VulkanDevice* vulkanDevice;
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VkQueue copyQueue;
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uint32_t nodeCount;
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// The vertex layout for the samples' model
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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glm::vec3 color;
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glm::vec3 jointIndices;
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glm::vec3 jointWeights;
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};
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// Single vertex buffer for all primitives
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struct Vertices {
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VkBuffer buffer;
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VkDeviceMemory memory;
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} vertices;
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// Single index buffer for all primitives
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struct Indices {
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int count;
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VkBuffer buffer;
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VkDeviceMemory memory;
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} indices;
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// The following structures roughly represent the glTF scene structure
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// To keep things simple, they only contain those properties that are required for this sample
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struct Node;
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// A primitive contains the data for a single draw call
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struct Primitive {
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uint32_t firstIndex;
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uint32_t indexCount;
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int32_t materialIndex;
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};
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// Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives
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struct Mesh {
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std::vector<Primitive> primitives;
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};
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// A node represents an object in the glTF scene graph
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struct Node {
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Node* parent;
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uint32_t index;
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std::vector<Node*> children;
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Mesh mesh;
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glm::vec3 translation{};
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glm::vec3 scale{ 1.0f };
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glm::quat rotation{};
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int32_t skin = -1;
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glm::mat4 getLocalMatrix()
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{
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return bAnimateNode ? glm::translate(glm::mat4(1.0f), translation) * glm::mat4(rotation) * glm::scale(glm::mat4(1.0f), scale) : matrix;
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}
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glm::mat4 matrix;
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bool bAnimateNode = false;
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/*
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~Node() {
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for (auto& child : children) {
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delete child;
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};
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}
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*/
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};
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// A glTF material stores information in e.g. the texture that is attached to it and colors
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struct Material {
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glm::vec4 baseColorFactor = glm::vec4(1.0f);
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uint32_t baseColorTextureIndex;
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};
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// Contains the texture for a single glTF image
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// Images may be reused by texture objects and are as such separated
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struct Image {
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vks::Texture2D texture;
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// We also store (and create) a descriptor set that's used to access this texture from the fragment shader
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VkDescriptorSet descriptorSet;
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};
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// A glTF texture stores a reference to the image and a sampler
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// In this sample, we are only interested in the image
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struct Texture {
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int32_t imageIndex;
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};
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// structure of skin
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struct Skin {
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std::string name;
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Node* skeletonRoot = nullptr;
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std::vector<glm::mat4> inverseBindMatrices;
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std::vector<Node*> joints;
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vks::Buffer ssbo;
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VkDescriptorSet descriptorSet;
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};
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struct AnimationSampler
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{
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std::string interpolation;
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std::vector<float> inputs;
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std::vector<glm::vec4> outputsVec4;
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};
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struct AnimationChannel
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{
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std::string path;
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Node* node;
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uint32_t samplerIndex;
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};
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struct Animation
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{
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std::string name;
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std::vector<AnimationSampler> samplers;
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std::vector<AnimationChannel> channels;
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float start = std::numeric_limits<float>::max();
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float end = std::numeric_limits<float>::min();
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float currentTime = 0.0f;
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};
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/*
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Model data
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*/
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std::vector<Image> images;
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std::vector<Texture> textures;
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std::vector<Material> materials;
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std::vector<Node*> nodes;
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std::vector<Skin> skins;
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std::vector<Animation> animations;
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uint32_t activeAnimation = 0;
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//VulkanglTFModel();
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~VulkanglTFModel();
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void loadImages(tinygltf::Model& input);
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void loadTextures(tinygltf::Model& input);
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void loadMaterials(tinygltf::Model& input);
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Node* findNode(Node* parent, uint32_t index);
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Node* nodeFromIndex(uint32_t index);
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void loadSkins(tinygltf::Model& input);
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void loadAnimations(tinygltf::Model& input);
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void 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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glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node);
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void updateNodeMatrix(Node* node, std::vector<glm::mat4>& nodeMatrics);
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void updateJoints(VulkanglTFModel::Node* node);
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void updateAnimation(float deltaTime,vks::Buffer buffer);
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void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node);
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void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout);
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool wireframe = false;
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VulkanglTFModel glTFModel;
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struct ShaderData {
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vks::Buffer buffer;
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struct Values {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
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glm::vec4 viewPos;
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} values;
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} shaderData;
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struct Pipelines {
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VkPipeline solid;
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VkPipeline wireframe = VK_NULL_HANDLE;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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struct DescriptorSetLayouts {
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VkDescriptorSetLayout matrices;
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VkDescriptorSetLayout textures;
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VkDescriptorSetLayout jointMatrices;
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} descriptorSetLayouts;
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VkDescriptorSet descriptorSet;
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VulkanExample();
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~VulkanExample();
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void loadglTFFile(std::string filename);
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virtual void getEnabledFeatures();
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void buildCommandBuffers();
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void loadAssets();
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void setupDescriptors();
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void preparePipelines();
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void prepareUniformBuffers();
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void updateUniformBuffers();
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void prepare();
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virtual void render();
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virtual void viewChanged();
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virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
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}; |