759 lines
30 KiB
C++
759 lines
30 KiB
C++
/*
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* Vulkan Example - glTF scene loading and rendering
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*
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* Copyright (C) 2020-2022 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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/*
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* Shows how to load and display a simple scene from a glTF file
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* Note that this isn't a complete glTF loader and only basic functions are shown here
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* This means no complex materials, no animations, no skins, etc.
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* For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
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*
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* Other samples will load models using a dedicated model loader with more features (see base/VulkanglTFModel.hpp)
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*
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* If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
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*/
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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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// 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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};
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// Single vertex buffer for all primitives
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struct {
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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 {
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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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std::vector<Node*> children;
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Mesh mesh;
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glm::mat4 matrix;
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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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// 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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/*
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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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~VulkanglTFModel()
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{
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for (auto node : nodes) {
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delete node;
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}
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// Release all Vulkan resources allocated for the model
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vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
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vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
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vkDestroyBuffer(vulkanDevice->logicalDevice, indices.buffer, nullptr);
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vkFreeMemory(vulkanDevice->logicalDevice, indices.memory, nullptr);
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for (Image image : images) {
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vkDestroyImageView(vulkanDevice->logicalDevice, image.texture.view, nullptr);
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vkDestroyImage(vulkanDevice->logicalDevice, image.texture.image, nullptr);
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vkDestroySampler(vulkanDevice->logicalDevice, image.texture.sampler, nullptr);
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vkFreeMemory(vulkanDevice->logicalDevice, image.texture.deviceMemory, nullptr);
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}
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}
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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 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 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 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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}
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}
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void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, 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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// 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, 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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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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// 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.color = glm::vec3(1.0f);
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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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/*
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glTF rendering functions
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*/
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// Draw a single node including child nodes (if present)
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void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node* node)
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{
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if (node->mesh.primitives.size() > 0) {
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// Pass the node's matrix via push constants
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// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
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glm::mat4 nodeMatrix = node->matrix;
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VulkanglTFModel::Node* currentParent = node->parent;
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while (currentParent) {
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nodeMatrix = currentParent->matrix * nodeMatrix;
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currentParent = currentParent->parent;
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}
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// Pass the final matrix to the vertex shader using push constants
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
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for (VulkanglTFModel::Primitive& primitive : node->mesh.primitives) {
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if (primitive.indexCount > 0) {
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// Get the texture index for this primitive
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VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
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// Bind the descriptor for the current primitive's texture
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
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vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
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}
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}
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}
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for (auto& child : node->children) {
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drawNode(commandBuffer, pipelineLayout, child);
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}
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}
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// Draw the glTF scene starting at the top-level-nodes
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void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout)
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{
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// All vertices and indices are stored in single buffers, so we only need to bind once
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertices.buffer, offsets);
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vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Render all nodes at top-level
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for (auto& node : nodes) {
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drawNode(commandBuffer, pipelineLayout, node);
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}
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}
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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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VkDescriptorSet descriptorSet;
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struct DescriptorSetLayouts {
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VkDescriptorSetLayout matrices;
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VkDescriptorSetLayout textures;
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} descriptorSetLayouts;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "homework1";
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camera.type = Camera::CameraType::lookat;
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camera.flipY = true;
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camera.setPosition(glm::vec3(0.0f, -0.1f, -1.0f));
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camera.setRotation(glm::vec3(0.0f, 45.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.solid, nullptr);
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if (pipelines.wireframe != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, pipelines.wireframe, nullptr);
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}
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.matrices, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.textures, nullptr);
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shaderData.buffer.destroy();
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}
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virtual void getEnabledFeatures()
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{
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// Fill mode non solid is required for wireframe display
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if (deviceFeatures.fillModeNonSolid) {
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enabledFeatures.fillModeNonSolid = VK_TRUE;
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};
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[0].color = { { 0.25f, 0.25f, 0.25f, 1.0f } };;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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const VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
|
const VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
|
|
|
|
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
|
{
|
|
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
|
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
|
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
|
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
|
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
|
// Bind scene matrices descriptor to set 0
|
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.solid);
|
|
glTFModel.draw(drawCmdBuffers[i], pipelineLayout);
|
|
drawUI(drawCmdBuffers[i]);
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
void loadglTFFile(std::string filename)
|
|
{
|
|
tinygltf::Model glTFInput;
|
|
tinygltf::TinyGLTF gltfContext;
|
|
std::string error, warning;
|
|
|
|
this->device = device;
|
|
|
|
#if defined(__ANDROID__)
|
|
// On Android all assets are packed with the apk in a compressed form, so we need to open them using the asset manager
|
|
// We let tinygltf handle this, by passing the asset manager of our app
|
|
tinygltf::asset_manager = androidApp->activity->assetManager;
|
|
#endif
|
|
bool fileLoaded = gltfContext.LoadASCIIFromFile(&glTFInput, &error, &warning, filename);
|
|
|
|
// Pass some Vulkan resources required for setup and rendering to the glTF model loading class
|
|
glTFModel.vulkanDevice = vulkanDevice;
|
|
glTFModel.copyQueue = queue;
|
|
|
|
std::vector<uint32_t> indexBuffer;
|
|
std::vector<VulkanglTFModel::Vertex> vertexBuffer;
|
|
|
|
if (fileLoaded) {
|
|
glTFModel.loadImages(glTFInput);
|
|
glTFModel.loadMaterials(glTFInput);
|
|
glTFModel.loadTextures(glTFInput);
|
|
const tinygltf::Scene& scene = glTFInput.scenes[0];
|
|
for (size_t i = 0; i < scene.nodes.size(); i++) {
|
|
const tinygltf::Node node = glTFInput.nodes[scene.nodes[i]];
|
|
glTFModel.loadNode(node, glTFInput, nullptr, indexBuffer, vertexBuffer);
|
|
}
|
|
}
|
|
else {
|
|
vks::tools::exitFatal("Could not open the glTF file.\n\nThe file is part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
|
|
return;
|
|
}
|
|
|
|
// Create and upload vertex and index buffer
|
|
// We will be using one single vertex buffer and one single index buffer for the whole glTF scene
|
|
// Primitives (of the glTF model) will then index into these using index offsets
|
|
|
|
size_t vertexBufferSize = vertexBuffer.size() * sizeof(VulkanglTFModel::Vertex);
|
|
size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
|
|
glTFModel.indices.count = static_cast<uint32_t>(indexBuffer.size());
|
|
|
|
struct StagingBuffer {
|
|
VkBuffer buffer;
|
|
VkDeviceMemory memory;
|
|
} vertexStaging, indexStaging;
|
|
|
|
// Create host visible staging buffers (source)
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
vertexBufferSize,
|
|
&vertexStaging.buffer,
|
|
&vertexStaging.memory,
|
|
vertexBuffer.data()));
|
|
// Index data
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
indexBufferSize,
|
|
&indexStaging.buffer,
|
|
&indexStaging.memory,
|
|
indexBuffer.data()));
|
|
|
|
// Create device local buffers (target)
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
|
vertexBufferSize,
|
|
&glTFModel.vertices.buffer,
|
|
&glTFModel.vertices.memory));
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
|
indexBufferSize,
|
|
&glTFModel.indices.buffer,
|
|
&glTFModel.indices.memory));
|
|
|
|
// Copy data from staging buffers (host) do device local buffer (gpu)
|
|
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
|
VkBufferCopy copyRegion = {};
|
|
|
|
copyRegion.size = vertexBufferSize;
|
|
vkCmdCopyBuffer(
|
|
copyCmd,
|
|
vertexStaging.buffer,
|
|
glTFModel.vertices.buffer,
|
|
1,
|
|
©Region);
|
|
|
|
copyRegion.size = indexBufferSize;
|
|
vkCmdCopyBuffer(
|
|
copyCmd,
|
|
indexStaging.buffer,
|
|
glTFModel.indices.buffer,
|
|
1,
|
|
©Region);
|
|
|
|
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
|
|
|
|
// Free staging resources
|
|
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
|
|
vkFreeMemory(device, vertexStaging.memory, nullptr);
|
|
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
|
|
vkFreeMemory(device, indexStaging.memory, nullptr);
|
|
}
|
|
|
|
void loadAssets()
|
|
{
|
|
loadglTFFile(getAssetPath() + "buster_drone/busterDrone.gltf");
|
|
}
|
|
|
|
void setupDescriptors()
|
|
{
|
|
/*
|
|
This sample uses separate descriptor sets (and layouts) for the matrices and materials (textures)
|
|
*/
|
|
|
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
|
|
// One combined image sampler per model image/texture
|
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(glTFModel.images.size())),
|
|
};
|
|
// One set for matrices and one per model image/texture
|
|
const uint32_t maxSetCount = static_cast<uint32_t>(glTFModel.images.size()) + 1;
|
|
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, maxSetCount);
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
|
|
// Descriptor set layout for passing matrices
|
|
VkDescriptorSetLayoutBinding setLayoutBinding = vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0);
|
|
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(&setLayoutBinding, 1);
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayouts.matrices));
|
|
// Descriptor set layout for passing material textures
|
|
setLayoutBinding = vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0);
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayouts.textures));
|
|
// Pipeline layout using both descriptor sets (set 0 = matrices, set 1 = material)
|
|
std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayouts.matrices, descriptorSetLayouts.textures };
|
|
VkPipelineLayoutCreateInfo pipelineLayoutCI= vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
|
|
// We will use push constants to push the local matrices of a primitive to the vertex shader
|
|
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
|
|
// Push constant ranges are part of the pipeline layout
|
|
pipelineLayoutCI.pushConstantRangeCount = 1;
|
|
pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
|
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
|
|
|
|
// Descriptor set for scene matrices
|
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.matrices, 1);
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
|
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &shaderData.buffer.descriptor);
|
|
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
|
// Descriptor sets for materials
|
|
for (auto& image : glTFModel.images) {
|
|
const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.textures, 1);
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &image.descriptorSet));
|
|
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(image.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &image.texture.descriptor);
|
|
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
void preparePipelines()
|
|
{
|
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
|
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
|
VkPipelineColorBlendAttachmentState blendAttachmentStateCI = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
|
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentStateCI);
|
|
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
|
const std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
|
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
|
|
// Vertex input bindings and attributes
|
|
const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
|
vks::initializers::vertexInputBindingDescription(0, sizeof(VulkanglTFModel::Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
|
|
};
|
|
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
|
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, pos)), // Location 0: Position
|
|
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, normal)),// Location 1: Normal
|
|
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, uv)), // Location 2: Texture coordinates
|
|
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, color)), // Location 3: Color
|
|
};
|
|
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
vertexInputStateCI.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
|
vertexInputStateCI.pVertexBindingDescriptions = vertexInputBindings.data();
|
|
vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
|
vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
|
|
|
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
|
|
loadShader(getHomeworkShadersPath() + "homework1/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
|
|
loadShader(getHomeworkShadersPath() + "homework1/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
|
|
};
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
|
pipelineCI.pVertexInputState = &vertexInputStateCI;
|
|
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
|
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
|
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
|
pipelineCI.pMultisampleState = &multisampleStateCI;
|
|
pipelineCI.pViewportState = &viewportStateCI;
|
|
pipelineCI.pDepthStencilState = &depthStencilStateCI;
|
|
pipelineCI.pDynamicState = &dynamicStateCI;
|
|
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
|
|
pipelineCI.pStages = shaderStages.data();
|
|
|
|
// Solid rendering pipeline
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
|
|
|
|
// Wire frame rendering pipeline
|
|
if (deviceFeatures.fillModeNonSolid) {
|
|
rasterizationStateCI.polygonMode = VK_POLYGON_MODE_LINE;
|
|
rasterizationStateCI.lineWidth = 1.0f;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe));
|
|
}
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Vertex shader uniform buffer block
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
&shaderData.buffer,
|
|
sizeof(shaderData.values)));
|
|
|
|
// Map persistent
|
|
VK_CHECK_RESULT(shaderData.buffer.map());
|
|
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
shaderData.values.projection = camera.matrices.perspective;
|
|
shaderData.values.model = camera.matrices.view;
|
|
shaderData.values.viewPos = camera.viewPos;
|
|
memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values));
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
prepareUniformBuffers();
|
|
setupDescriptors();
|
|
preparePipelines();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
renderFrame();
|
|
if (camera.updated) {
|
|
updateUniformBuffers();
|
|
}
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (overlay->header("Settings")) {
|
|
if (overlay->checkBox("Wireframe", &wireframe)) {
|
|
buildCommandBuffers();
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|