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skeletalanimation.cpp
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/*
* Vulkan Example - Skeletal animation
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#include <map>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/cimport.h>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanTexture.hpp"
#include "VulkanModel.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout used in this example
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec3 color;
// Max. four bones per vertex
float boneWeights[4];
uint32_t boneIDs[4];
};
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_UV,
vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_DUMMY_VEC4,
vks::VERTEX_COMPONENT_DUMMY_VEC4,
});
// Maximum number of bones per mesh
// Must not be higher than same const in skinning shader
#define MAX_BONES 64
// Maximum number of bones per vertex
#define MAX_BONES_PER_VERTEX 4
// Skinned mesh class
// Per-vertex bone IDs and weights
struct VertexBoneData
{
std::array<uint32_t, MAX_BONES_PER_VERTEX> IDs;
std::array<float, MAX_BONES_PER_VERTEX> weights;
// Ad bone weighting to vertex info
void add(uint32_t boneID, float weight)
{
for (uint32_t i = 0; i < MAX_BONES_PER_VERTEX; i++)
{
if (weights[i] == 0.0f)
{
IDs[i] = boneID;
weights[i] = weight;
return;
}
}
}
};
// Stores information on a single bone
struct BoneInfo
{
aiMatrix4x4 offset;
aiMatrix4x4 finalTransformation;
BoneInfo()
{
offset = aiMatrix4x4();
finalTransformation = aiMatrix4x4();
};
};
class SkinnedMesh
{
public:
// Bone related stuff
// Maps bone name with index
std::map<std::string, uint32_t> boneMapping;
// Bone details
std::vector<BoneInfo> boneInfo;
// Number of bones present
uint32_t numBones = 0;
// Root inverese transform matrix
aiMatrix4x4 globalInverseTransform;
// Per-vertex bone info
std::vector<VertexBoneData> bones;
// Bone transformations
std::vector<aiMatrix4x4> boneTransforms;
// Modifier for the animation
float animationSpeed = 0.75f;
// Currently active animation
aiAnimation* pAnimation;
// Vulkan buffers
vks::Model vertexBuffer;
// Store reference to the ASSIMP scene for accessing properties of it during animation
Assimp::Importer Importer;
const aiScene* scene;
// Set active animation by index
void setAnimation(uint32_t animationIndex)
{
assert(animationIndex < scene->mNumAnimations);
pAnimation = scene->mAnimations[animationIndex];
}
// Load bone information from ASSIMP mesh
void loadBones(const aiMesh* pMesh, uint32_t vertexOffset, std::vector<VertexBoneData>& Bones)
{
for (uint32_t i = 0; i < pMesh->mNumBones; i++)
{
uint32_t index = 0;
assert(pMesh->mNumBones <= MAX_BONES);
std::string name(pMesh->mBones[i]->mName.data);
if (boneMapping.find(name) == boneMapping.end())
{
// Bone not present, add new one
index = numBones;
numBones++;
BoneInfo bone;
boneInfo.push_back(bone);
boneInfo[index].offset = pMesh->mBones[i]->mOffsetMatrix;
boneMapping[name] = index;
}
else
{
index = boneMapping[name];
}
for (uint32_t j = 0; j < pMesh->mBones[i]->mNumWeights; j++)
{
uint32_t vertexID = vertexOffset + pMesh->mBones[i]->mWeights[j].mVertexId;
Bones[vertexID].add(index, pMesh->mBones[i]->mWeights[j].mWeight);
}
}
boneTransforms.resize(numBones);
}
// Recursive bone transformation for given animation time
void update(float time)
{
float TicksPerSecond = (float)(scene->mAnimations[0]->mTicksPerSecond != 0 ? scene->mAnimations[0]->mTicksPerSecond : 25.0f);
float TimeInTicks = time * TicksPerSecond;
float AnimationTime = fmod(TimeInTicks, (float)scene->mAnimations[0]->mDuration);
aiMatrix4x4 identity = aiMatrix4x4();
readNodeHierarchy(AnimationTime, scene->mRootNode, identity);
for (uint32_t i = 0; i < boneTransforms.size(); i++)
{
boneTransforms[i] = boneInfo[i].finalTransformation;
}
}
~SkinnedMesh()
{
vertexBuffer.vertices.destroy();
vertexBuffer.indices.destroy();
}
private:
// Find animation for a given node
const aiNodeAnim* findNodeAnim(const aiAnimation* animation, const std::string nodeName)
{
for (uint32_t i = 0; i < animation->mNumChannels; i++)
{
const aiNodeAnim* nodeAnim = animation->mChannels[i];
if (std::string(nodeAnim->mNodeName.data) == nodeName)
{
return nodeAnim;
}
}
return nullptr;
}
// Returns a 4x4 matrix with interpolated translation between current and next frame
aiMatrix4x4 interpolateTranslation(float time, const aiNodeAnim* pNodeAnim)
{
aiVector3D translation;
if (pNodeAnim->mNumPositionKeys == 1)
{
translation = pNodeAnim->mPositionKeys[0].mValue;
}
else
{
uint32_t frameIndex = 0;
for (uint32_t i = 0; i < pNodeAnim->mNumPositionKeys - 1; i++)
{
if (time < (float)pNodeAnim->mPositionKeys[i + 1].mTime)
{
frameIndex = i;
break;
}
}
aiVectorKey currentFrame = pNodeAnim->mPositionKeys[frameIndex];
aiVectorKey nextFrame = pNodeAnim->mPositionKeys[(frameIndex + 1) % pNodeAnim->mNumPositionKeys];
float delta = (time - (float)currentFrame.mTime) / (float)(nextFrame.mTime - currentFrame.mTime);
const aiVector3D& start = currentFrame.mValue;
const aiVector3D& end = nextFrame.mValue;
translation = (start + delta * (end - start));
}
aiMatrix4x4 mat;
aiMatrix4x4::Translation(translation, mat);
return mat;
}
// Returns a 4x4 matrix with interpolated rotation between current and next frame
aiMatrix4x4 interpolateRotation(float time, const aiNodeAnim* pNodeAnim)
{
aiQuaternion rotation;
if (pNodeAnim->mNumRotationKeys == 1)
{
rotation = pNodeAnim->mRotationKeys[0].mValue;
}
else
{
uint32_t frameIndex = 0;
for (uint32_t i = 0; i < pNodeAnim->mNumRotationKeys - 1; i++)
{
if (time < (float)pNodeAnim->mRotationKeys[i + 1].mTime)
{
frameIndex = i;
break;
}
}
aiQuatKey currentFrame = pNodeAnim->mRotationKeys[frameIndex];
aiQuatKey nextFrame = pNodeAnim->mRotationKeys[(frameIndex + 1) % pNodeAnim->mNumRotationKeys];
float delta = (time - (float)currentFrame.mTime) / (float)(nextFrame.mTime - currentFrame.mTime);
const aiQuaternion& start = currentFrame.mValue;
const aiQuaternion& end = nextFrame.mValue;
aiQuaternion::Interpolate(rotation, start, end, delta);
rotation.Normalize();
}
aiMatrix4x4 mat(rotation.GetMatrix());
return mat;
}
// Returns a 4x4 matrix with interpolated scaling between current and next frame
aiMatrix4x4 interpolateScale(float time, const aiNodeAnim* pNodeAnim)
{
aiVector3D scale;
if (pNodeAnim->mNumScalingKeys == 1)
{
scale = pNodeAnim->mScalingKeys[0].mValue;
}
else
{
uint32_t frameIndex = 0;
for (uint32_t i = 0; i < pNodeAnim->mNumScalingKeys - 1; i++)
{
if (time < (float)pNodeAnim->mScalingKeys[i + 1].mTime)
{
frameIndex = i;
break;
}
}
aiVectorKey currentFrame = pNodeAnim->mScalingKeys[frameIndex];
aiVectorKey nextFrame = pNodeAnim->mScalingKeys[(frameIndex + 1) % pNodeAnim->mNumScalingKeys];
float delta = (time - (float)currentFrame.mTime) / (float)(nextFrame.mTime - currentFrame.mTime);
const aiVector3D& start = currentFrame.mValue;
const aiVector3D& end = nextFrame.mValue;
scale = (start + delta * (end - start));
}
aiMatrix4x4 mat;
aiMatrix4x4::Scaling(scale, mat);
return mat;
}
// Get node hierarchy for current animation time
void readNodeHierarchy(float AnimationTime, const aiNode* pNode, const aiMatrix4x4& ParentTransform)
{
std::string NodeName(pNode->mName.data);
aiMatrix4x4 NodeTransformation(pNode->mTransformation);
const aiNodeAnim* pNodeAnim = findNodeAnim(pAnimation, NodeName);
if (pNodeAnim)
{
// Get interpolated matrices between current and next frame
aiMatrix4x4 matScale = interpolateScale(AnimationTime, pNodeAnim);
aiMatrix4x4 matRotation = interpolateRotation(AnimationTime, pNodeAnim);
aiMatrix4x4 matTranslation = interpolateTranslation(AnimationTime, pNodeAnim);
NodeTransformation = matTranslation * matRotation * matScale;
}
aiMatrix4x4 GlobalTransformation = ParentTransform * NodeTransformation;
if (boneMapping.find(NodeName) != boneMapping.end())
{
uint32_t BoneIndex = boneMapping[NodeName];
boneInfo[BoneIndex].finalTransformation = globalInverseTransform * GlobalTransformation * boneInfo[BoneIndex].offset;
}
for (uint32_t i = 0; i < pNode->mNumChildren; i++)
{
readNodeHierarchy(AnimationTime, pNode->mChildren[i], GlobalTransformation);
}
}
};
class VulkanExample : public VulkanExampleBase
{
public:
struct {
vks::Texture2D colorMap;
vks::Texture2D floor;
} textures;
SkinnedMesh *skinnedMesh = nullptr;
struct {
vks::Buffer mesh;
vks::Buffer floor;
} uniformBuffers;
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::mat4 bones[MAX_BONES];
glm::vec4 lightPos = glm::vec4(0.0f, -250.0f, 250.0f, 1.0);
glm::vec4 viewPos;
} uboVS;
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec4 lightPos = glm::vec4(0.0, 0.0f, -25.0f, 1.0);
glm::vec4 viewPos;
glm::vec2 uvOffset;
} uboFloor;
struct {
VkPipeline skinning;
VkPipeline texture;
} pipelines;
struct {
vks::Model floor;
} models;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
struct {
VkDescriptorSet skinning;
VkDescriptorSet floor;
} descriptorSets;
float runningTime = 0.0f;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -150.0f;
zoomSpeed = 2.5f;
rotationSpeed = 0.5f;
rotation = { -182.5f, -38.5f, 180.0f };
title = "Skeletal animation (GPU skinning)";
cameraPos = { 0.0f, 0.0f, 12.0f };
settings.overlay = true;
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.skinning, nullptr);
vkDestroyPipeline(device, pipelines.texture, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
textures.colorMap.destroy();
textures.floor.destroy();
uniformBuffers.mesh.destroy();
uniformBuffers.floor.destroy();
models.floor.destroy();
delete(skinnedMesh);
}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
// Enable texture compression
if (deviceFeatures.textureCompressionBC) {
enabledFeatures.textureCompressionBC = VK_TRUE;
}
else if (deviceFeatures.textureCompressionASTC_LDR) {
enabledFeatures.textureCompressionASTC_LDR = VK_TRUE;
}
else if (deviceFeatures.textureCompressionETC2) {
enabledFeatures.textureCompressionETC2 = VK_TRUE;
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f} };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
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);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// Skinned mesh
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skinning);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &skinnedMesh->vertexBuffer.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], skinnedMesh->vertexBuffer.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], skinnedMesh->vertexBuffer.indexCount, 1, 0, 0, 0);
// Floor
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.floor, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.texture);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.floor.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.floor.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.floor.indexCount, 1, 0, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
// Load a mesh based on data read via assimp
void loadMesh()
{
skinnedMesh = new SkinnedMesh();
std::string filename = getAssetPath() + "models/goblin.dae";
#if defined(__ANDROID__)
// Meshes are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
void *meshData = malloc(size);
AAsset_read(asset, meshData, size);
AAsset_close(asset);
skinnedMesh->scene = skinnedMesh->Importer.ReadFileFromMemory(meshData, size, 0);
free(meshData);
#else
skinnedMesh->scene = skinnedMesh->Importer.ReadFile(filename.c_str(), 0);
#endif
skinnedMesh->setAnimation(0);
// Setup bones
// One vertex bone info structure per vertex
uint32_t vertexCount(0);
for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
vertexCount += skinnedMesh->scene->mMeshes[m]->mNumVertices;
};
skinnedMesh->bones.resize(vertexCount);
// Store global inverse transform matrix of root node
skinnedMesh->globalInverseTransform = skinnedMesh->scene->mRootNode->mTransformation;
skinnedMesh->globalInverseTransform.Inverse();
// Load bones (weights and IDs)
uint32_t vertexBase(0);
for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
aiMesh *paiMesh = skinnedMesh->scene->mMeshes[m];
if (paiMesh->mNumBones > 0) {
skinnedMesh->loadBones(paiMesh, vertexBase, skinnedMesh->bones);
}
vertexBase += skinnedMesh->scene->mMeshes[m]->mNumVertices;
}
// Generate vertex buffer
std::vector<Vertex> vertexBuffer;
// Iterate through all meshes in the file and extract the vertex information used in this demo
vertexBase = 0;
for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
for (uint32_t v = 0; v < skinnedMesh->scene->mMeshes[m]->mNumVertices; v++) {
Vertex vertex;
vertex.pos = glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mVertices[v].x);
vertex.normal = glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mNormals[v].x);
vertex.uv = glm::make_vec2(&skinnedMesh->scene->mMeshes[m]->mTextureCoords[0][v].x);
vertex.color = (skinnedMesh->scene->mMeshes[m]->HasVertexColors(0)) ? glm::make_vec3(&skinnedMesh->scene->mMeshes[m]->mColors[0][v].r) : glm::vec3(1.0f);
// Fetch bone weights and IDs
for (uint32_t j = 0; j < MAX_BONES_PER_VERTEX; j++) {
vertex.boneWeights[j] = skinnedMesh->bones[vertexBase + v].weights[j];
vertex.boneIDs[j] = skinnedMesh->bones[vertexBase + v].IDs[j];
}
vertexBuffer.push_back(vertex);
}
vertexBase += skinnedMesh->scene->mMeshes[m]->mNumVertices;
}
VkDeviceSize vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
// Generate index buffer from loaded mesh file
std::vector<uint32_t> indexBuffer;
for (uint32_t m = 0; m < skinnedMesh->scene->mNumMeshes; m++) {
uint32_t indexBase = static_cast<uint32_t>(indexBuffer.size());
for (uint32_t f = 0; f < skinnedMesh->scene->mMeshes[m]->mNumFaces; f++) {
for (uint32_t i = 0; i < 3; i++)
{
indexBuffer.push_back(skinnedMesh->scene->mMeshes[m]->mFaces[f].mIndices[i] + indexBase);
}
}
}
VkDeviceSize indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
skinnedMesh->vertexBuffer.indexCount = static_cast<uint32_t>(indexBuffer.size());
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertexStaging, indexStaging;
// Create staging buffers
// Vertex data
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
// Vertex buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&skinnedMesh->vertexBuffer.vertices,
vertexBufferSize));
// Index buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&skinnedMesh->vertexBuffer.indices,
indexBufferSize));
// Copy from staging buffers
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
skinnedMesh->vertexBuffer.vertices.buffer,
1,
©Region);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
skinnedMesh->vertexBuffer.indices.buffer,
1,
©Region);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
vkFreeMemory(device, vertexStaging.memory, nullptr);
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
vkFreeMemory(device, indexStaging.memory, nullptr);
}
void loadAssets()
{
models.floor.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 512.0f, vulkanDevice, queue);
// Textures
std::string texFormatSuffix;
VkFormat texFormat;
// Get supported compressed texture format
if (vulkanDevice->features.textureCompressionBC) {
texFormatSuffix = "_bc3_unorm";
texFormat = VK_FORMAT_BC3_UNORM_BLOCK;
}
else if (vulkanDevice->features.textureCompressionASTC_LDR) {
texFormatSuffix = "_astc_8x8_unorm";
texFormat = VK_FORMAT_ASTC_8x8_UNORM_BLOCK;
}
else if (vulkanDevice->features.textureCompressionETC2) {
texFormatSuffix = "_etc2_unorm";
texFormat = VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK;
}
else {
vks::tools::exitFatal("Device does not support any compressed texture format!", VK_ERROR_FEATURE_NOT_PRESENT);
}
textures.colorMap.loadFromFile(getAssetPath() + "textures/goblin" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
textures.floor.loadFromFile(getAssetPath() + "textures/trail" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
}
void setupDescriptorPool()
{
// Example uses one ubo and one combined image sampler
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader combined sampler
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
VkDescriptorImageInfo texDescriptor =
vks::initializers::descriptorImageInfo(
textures.colorMap.sampler,
textures.colorMap.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.mesh.descriptor),
// Binding 1 : Color map
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Floor
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.floor));
texDescriptor.imageView = textures.floor.view;
texDescriptor.sampler = textures.floor.sampler;
writeDescriptorSets.clear();
// Binding 0 : Vertex shader uniform buffer
writeDescriptorSets.push_back(
vks::initializers::writeDescriptorSet(
descriptorSets.floor,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.floor.descriptor));
// Binding 1 : Color map
writeDescriptorSets.push_back(
vks::initializers::writeDescriptorSet(
descriptorSets.floor,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor));
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Skinned rendering pipeline
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Shared vertex inputs
// Binding description
VkVertexInputBindingDescription vertexInputBinding =
vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32A32_SFLOAT, sizeof(float) * 11), // Location 4: Bone weights
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 5, VK_FORMAT_R32G32B32A32_SINT, sizeof(float) * 15), // Location 5: Bone IDs
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = 1;
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
// Skinned mesh rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/skeletalanimation/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skinning));
// Environment rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/skeletalanimation/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/skeletalanimation/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.texture));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Mesh uniform buffer block
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.mesh,
sizeof(uboVS));
// Map persistant
VK_CHECK_RESULT(uniformBuffers.mesh.map());
// Floor uniform buffer block
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.floor,
sizeof(uboFloor));
// Map persistant
VK_CHECK_RESULT(uniformBuffers.floor.map());
updateUniformBuffers(true);
}
void updateUniformBuffers(bool viewChanged)
{
if (viewChanged)
{
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 1024.0f);
glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
viewMatrix = glm::scale(viewMatrix, glm::vec3(0.025f));
uboVS.view = viewMatrix * glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
uboVS.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
uboFloor.projection = uboVS.projection;
uboFloor.view = viewMatrix;
uboFloor.model = glm::translate(glm::mat4(1.0f), glm::vec3(cameraPos.x, -cameraPos.z, cameraPos.y) * 100.0f);
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(rotation.z), glm::vec3(0.0f, 1.0f, 0.0f));
uboFloor.model = glm::rotate(uboFloor.model, glm::radians(-rotation.y), glm::vec3(0.0f, 0.0f, 1.0f));
uboFloor.model = glm::translate(uboFloor.model, glm::vec3(0.0f, 0.0f, -1800.0f));
uboFloor.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
}
// Update bones
skinnedMesh->update(runningTime);
for (uint32_t i = 0; i < skinnedMesh->boneTransforms.size(); i++)
{
uboVS.bones[i] = glm::transpose(glm::make_mat4(&skinnedMesh->boneTransforms[i].a1));
}
uniformBuffers.mesh.copyTo(&uboVS, sizeof(uboVS));
// Update floor animation
uboFloor.uvOffset.t -= 0.25f * skinnedMesh->animationSpeed * frameTimer;
uniformBuffers.floor.copyTo(&uboFloor, sizeof(uboFloor));
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
loadMesh();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)