Fixed node orientations.

This commit is contained in:
Anish Bhobe 2024-07-19 21:14:24 +02:00
parent 6637756fcc
commit 9c832fc6b1
8 changed files with 184 additions and 26 deletions

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@ -7,6 +7,7 @@
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#define GLM_FORCE_QUATERNIONS_XYZW
#define GLFW_INCLUDE_VULKAN
#define VULKAN_HPP_DISPATCH_LOADER_DYNAMIC 1

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@ -87,6 +87,7 @@ using glm::ivec4;
using glm::vec2;
using glm::vec3;
using glm::vec4;
using glm::quat;
using glm::mat2;
using glm::mat3;

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@ -18,6 +18,7 @@
#include "image.h"
#include "render_resource_manager.h"
#include <glm/gtc/type_ptr.hpp>
#include <EASTL/array.h>
vec4
@ -297,14 +298,19 @@ ModelLoader::LoadModel(cstr path, cstr name, bool batched)
eastl::vector<MeshPrimitive> meshPrimitives;
meshPrimitives.reserve(model.meshes.size());
// Offset, Count
eastl::vector<eastl::pair<usize, usize>> meshPrimRanges;
meshPrimRanges.reserve(model.meshes.size());
u32 vertexOffset = 0;
i32 normalOffset = 0;
i32 texCoord0Offset = 0;
i32 color0Offset = 0;
u32 normalOffset = 0;
u32 texCoord0Offset = 0;
u32 color0Offset = 0;
u32 indexOffset = 0;
for (auto &mesh : model.meshes)
{
meshPrimRanges.emplace_back(meshPrimitives.size(), mesh.primitives.size());
for (auto &prim : mesh.primitives)
{
u32 vertexCount = 0;
@ -486,11 +492,13 @@ ModelLoader::LoadModel(cstr path, cstr name, bool batched)
meshPrimitives.push_back({
.m_VertexOffset = vertexOffset,
.m_NormalOffset = normalCount > 0 ? normalOffset : -1,
.m_TexCoord0Offset = texCoord0Count > 0 ? texCoord0Offset : -1,
.m_NormalOffset = normalCount > 0 ? Cast<i32>(normalOffset) : -1,
.m_TexCoord0Offset = texCoord0Count > 0 ? Cast<i32>(texCoord0Offset) : -1,
// TODO: Color offset
.m_FirstIndex = indexOffset,
.m_IndexCount = indexCount,
.m_MaterialIdx = prim.material,
.m_TransformIdx = -1,
});
vertexOffset += vertexCount;
@ -508,14 +516,63 @@ ModelLoader::LoadModel(cstr path, cstr name, bool batched)
{
if (model.defaultScene >= 0)
{
eastl::function<void(i32,i32)> processNode = [&processNode, &model, &nodes, &meshPrimRanges, &meshPrimitives](i32 idx, i32 parent) -> void {
const auto *node = &model.nodes[idx];
vec3 nodeTranslation = vec3{0.0f};
quat nodeRotation = quat{1.0f, 0.0f, 0.0f, 0.0f};
vec3 nodeScale = vec3{1.0f};
mat4 nodeMatrix = mat4{1.0f};
if (node->translation.size() == 3)
{
nodeTranslation = glm::make_vec3(node->translation.data());
}
if (node->rotation.size() == 4)
{
nodeRotation = glm::make_quat(node->rotation.data());
}
if (node->scale.size() == 3)
{
nodeScale = glm::make_vec3(node->scale.data());
}
if (node->matrix.size() == 16)
{
nodeMatrix = glm::make_mat4(node->matrix.data());
}
const mat4 transform =
translate(mat4(1.0f), nodeTranslation) * mat4_cast(nodeRotation) * scale(mat4(1.0f), nodeScale) * nodeMatrix;
const u32 nodeArrayIndex = nodes.Add(transform, parent);
if (node->mesh >= 0)
{
auto [start, count] = meshPrimRanges[node->mesh];
const auto end = start + count;
for (usize i = start; i != end; ++i)
{
meshPrimitives[i].m_TransformIdx = nodeArrayIndex;
}
}
for (const i32 child : node->children)
{
processNode(child, idx);
}
};
auto *scene = &model.scenes[model.defaultScene];
for (int rootNodeIdx : scene->nodes)
for (i32 rootNodeIdx : scene->nodes)
{
auto *node = &model.nodes[rootNodeIdx];
processNode(rootNodeIdx, -1);
}
}
}
nodes.Update();
StorageBuffer nodeBuffer;
nodeBuffer.Init(pDevice, nodes.GetGlobalTransformByteSize(), true);
nodeBuffer.Write(pDevice, 0, nodes.GetGlobalTransformByteSize(), nodes.GetGlobalTransformPtr());
BufferHandle nodeHandle = m_ResourceManager->Commit(&nodeBuffer);
#pragma region Staging / Transfer / Uploads
StorageBuffer positionBuffer;
positionBuffer.Init(pDevice, vertexPositions.size() * sizeof vertexPositions[0], false);
@ -603,14 +660,17 @@ ModelLoader::LoadModel(cstr path, cstr name, bool batched)
buffer.Destroy(pDevice);
}
nodes.Update();
return Model{m_ResourceManager, std::move(textureHandles), std::move(nodes),
materialsHandle, positionBufferHandle, normalBufferHandle,
texCoord0BufferHandle, color0Handle, indexBuffer, meshPrimitives};
texCoord0BufferHandle, color0Handle, indexBuffer, meshPrimitives, nodeHandle};
}
Model::Model(GpuResourceManager *resourceManager, eastl::vector<TextureHandle> &&textureHandles, Nodes &&nodes,
BufferHandle materialsHandle, BufferHandle vertexPosHandle, BufferHandle normalHandle,
BufferHandle uv0Handle, BufferHandle vertexColor, const IndexBuffer &indexBuffer, const eastl::vector<MeshPrimitive> &meshPrimitives)
BufferHandle uv0Handle, BufferHandle vertexColor, const IndexBuffer &indexBuffer,
const eastl::vector<MeshPrimitive> &meshPrimitives, BufferHandle nodeHandle)
: m_ResourceManager(resourceManager)
, m_TextureHandles(std::move(textureHandles))
, m_Nodes(std::move(nodes))
@ -619,6 +679,7 @@ Model::Model(GpuResourceManager *resourceManager, eastl::vector<TextureHandle> &
, m_NormalHandle(normalHandle)
, m_TexCoord0Handle(uv0Handle)
, m_VertexColorHandle(vertexColor)
, m_NodeHandle(nodeHandle)
, m_IndexBuffer(indexBuffer)
, m_MeshPrimitives(meshPrimitives)
{
@ -632,6 +693,7 @@ Model::Model(Model &&other) noexcept
, m_NormalHandle(other.m_NormalHandle)
, m_TexCoord0Handle(other.m_TexCoord0Handle)
, m_VertexColorHandle(other.m_VertexColorHandle)
, m_NodeHandle(other.m_NodeHandle)
, m_IndexBuffer(other.m_IndexBuffer)
, m_MeshPrimitives(std::move(other.m_MeshPrimitives))
{
@ -649,6 +711,7 @@ Model::operator=(Model &&other) noexcept
m_NormalHandle = other.m_NormalHandle;
m_TexCoord0Handle = other.m_TexCoord0Handle;
m_VertexColorHandle = other.m_VertexColorHandle;
m_NodeHandle = std::move(other.m_NodeHandle);
m_IndexBuffer = other.m_IndexBuffer;
m_MeshPrimitives = std::move(other.m_MeshPrimitives);
return *this;
@ -660,6 +723,7 @@ Model::~Model()
return;
m_IndexBuffer.Destroy(m_ResourceManager->m_Device);
m_ResourceManager->Release(m_NodeHandle);
m_ResourceManager->Release(m_VertexColorHandle);
m_ResourceManager->Release(m_VertexPositionHandle);
m_ResourceManager->Release(m_NormalHandle);

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@ -27,18 +27,59 @@ struct MeshPrimitive
u32 m_FirstIndex;
u32 m_IndexCount;
i32 m_MaterialIdx; // <0 for invalid
i32 m_TransformIdx;
};
struct Nodes
{
eastl::vector<mat4> m_Transforms;
eastl::vector<i32> m_Parents;
eastl::vector<mat4> m_GlobalTransforms;
eastl::vector<u32> m_Parents_;
bool m_Dirty = true;
void
constexpr static u32 ROOT_BIT = 1u << 31;
constexpr static u32 DIRTY_BIT = 1u << 30;
constexpr static u32 PARENT_MASK = ~(ROOT_BIT | DIRTY_BIT);
u32
Add(const mat4& transform, i32 parent = -1)
{
m_Dirty = true;
u32 index = Count();
m_Transforms.push_back(transform);
m_Parents.push_back(parent);
m_GlobalTransforms.push_back(transform);
const u32 parentVal = (parent < 0 ? ROOT_BIT : parent & PARENT_MASK) | DIRTY_BIT;
m_Parents_.push_back(parentVal);
return index;
}
[[nodiscard]] const mat4 &
Get(const u32 index) const
{
return m_Transforms[index];
}
void
Set(const u32 index, const mat4 &transform)
{
m_Dirty = true;
m_Transforms[index] = transform;
m_Parents_[index] |= DIRTY_BIT;
}
[[nodiscard]] const mat4 &
operator[](const u32 index) const
{
return m_Transforms[index];
}
[[nodiscard]] mat4 &
operator[](const u32 index)
{
m_Dirty = true;
m_Parents_[index] |= DIRTY_BIT;
return m_Transforms[index];
}
[[nodiscard]] u32
@ -48,16 +89,48 @@ struct Nodes
}
[[nodiscard]] usize
GetTransformByteSize() const
GetGlobalTransformByteSize() const
{
return m_Transforms.size() * sizeof m_Transforms[0];
}
[[nodiscard]] const mat4 *
GetTransformPtr() const
GetGlobalTransformPtr() const
{
return m_Transforms.data();
}
void
Update()
{
if (!m_Dirty)
return;
auto transformIter = m_Transforms.begin();
auto globalTransformIter = m_GlobalTransforms.begin();
auto parentIter = m_Parents_.begin();
const auto parentEnd = m_Parents_.end();
while (parentIter != parentEnd)
{
if (!(*parentIter & ROOT_BIT) && *parentIter & DIRTY_BIT)
{
u32 parent = *parentIter & PARENT_MASK;
*globalTransformIter = m_GlobalTransforms[parent] * *transformIter;
}
else
{
*globalTransformIter = *transformIter;
}
*parentIter &= ~DIRTY_BIT;
++parentIter;
++globalTransformIter;
++transformIter;
}
m_Dirty = false;
}
};
struct Material
@ -85,13 +158,14 @@ struct Model
BufferHandle m_NormalHandle;
BufferHandle m_TexCoord0Handle;
BufferHandle m_VertexColorHandle;
BufferHandle m_NodeHandle;
IndexBuffer m_IndexBuffer;
eastl::vector<MeshPrimitive> m_MeshPrimitives;
Model(GpuResourceManager *resourceManager, eastl::vector<TextureHandle> &&textureHandles, Nodes&& nodes,
BufferHandle materialsHandle, BufferHandle vertexPosHandle, BufferHandle normalHandle, BufferHandle uv0Handle, BufferHandle vertexColor,
const IndexBuffer &indexBuffer, const eastl::vector<MeshPrimitive> &meshPrimitives);
const IndexBuffer &indexBuffer, const eastl::vector<MeshPrimitive> &meshPrimitives, BufferHandle nodeHandle);
Model(Model &&other) noexcept;
Model &operator=(Model &&other) noexcept;
@ -103,7 +177,7 @@ struct Model
struct ModelLoader
{
GpuResourceManager *const m_ResourceManager;
GpuResourceManager *m_ResourceManager;
vk::CommandPool m_CommandPool;
vk::CommandBuffer m_CommandBuffer;
vk::Queue m_TransferQueue;

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@ -220,6 +220,7 @@ main(int, char **)
BufferHandle m_Color;
BufferHandle m_UvBuffer;
BufferHandle m_Materials;
BufferHandle m_Nodes;
};
ModelData modelData = {
@ -227,6 +228,7 @@ main(int, char **)
.m_Color = model.m_VertexColorHandle,
.m_UvBuffer = model.m_TexCoord0Handle,
.m_Materials = model.m_MaterialsHandle,
.m_Nodes = model.m_NodeHandle,
};
INFO("Starting loop");
@ -299,6 +301,8 @@ main(int, char **)
{
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, sizeof modelData,
sizeof prim.m_MaterialIdx, &prim.m_MaterialIdx);
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, sizeof modelData + sizeof prim.m_MaterialIdx,
sizeof prim.m_TransformIdx, &prim.m_TransformIdx);
cmd.drawIndexed(prim.m_IndexCount, 1, prim.m_FirstIndex, Cast<i32>(prim.m_VertexOffset), 0);
}

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@ -58,7 +58,7 @@ CreatePipeline(const Device *device, const Swapchain *swapchain, const GpuResour
vk::PushConstantRange pushConstantRange = {
.stageFlags = vk::ShaderStageFlagBits::eAll,
.offset = 0,
.size = 20,
.size = 28,
};
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo = {

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@ -4,6 +4,11 @@ typedef float2 UVData;
typedef float4 NormalData;
typedef float4 ColorData;
struct TransformData
{
float4x4 transform;
};
struct MaterialData
{
float m_AlbedoFactor[4];
@ -23,14 +28,16 @@ struct Block
uint colorHandle;
uint uvBufferHandle;
uint materialBufferHandle;
uint nodeBufferHandle;
int m_MaterialIdx;
uint m_NodeIdx;
};
struct Camera
{
row_major float4x4 model;
row_major float4x4 view;
row_major float4x4 proj;
float4x4 model;
float4x4 view;
float4x4 proj;
};
#define INVALID_HANDLE 0xFFFFFFFF
@ -40,6 +47,7 @@ struct Camera
[[vk::binding(0, 0)]] StructuredBuffer<NormalData> normalBuffer[];
[[vk::binding(0, 0)]] StructuredBuffer<ColorData> colorBuffer[];
[[vk::binding(0, 0)]] StructuredBuffer<MaterialData> materialsBuffer[];
[[vk::binding(0, 0)]] StructuredBuffer<TransformData> nodeBuffer[];
[[vk::binding(1, 0)]] Texture2D<float4> textures[];
[[vk::binding(1, 0)]] SamplerState immutableSamplers[];

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@ -10,7 +10,6 @@ struct VS_Output
float4 outPosition : POSITION;
float4 outColor : COLOR0;
float2 outUV : TEXCOORD0;
float outMetal : METAL;
float4 position : SV_Position;
};
@ -26,9 +25,9 @@ float2 GetUV(uint bufferId, uint vertexIdx)
}
}
float3 GetPosition(uint bufferId, uint vertexIdx)
float4 GetPosition(uint bufferId, uint vertexIdx)
{
return vertexBuffer[bufferId][vertexIdx].xyz;
return float4(vertexBuffer[bufferId][vertexIdx].xyz, 1.0f);
}
float4 GetColor(uint bufferId, uint vertexIdx)
@ -36,13 +35,20 @@ float4 GetColor(uint bufferId, uint vertexIdx)
return (bufferId != INVALID_HANDLE) ? colorBuffer[bufferId][vertexIdx] : float4(1.0f, 0.0f, 1.0f, 1.0f);
}
float4x4 GetModel(uint bufferId, uint index)
{
return nodeBuffer[bufferId][index].transform;
}
VS_Output main(VS_Input stage_input)
{
VS_Output output;
output.outMetal = materialsBuffer[pcb.materialBufferHandle][pcb.m_MaterialIdx].m_MetalFactor;
output.outPosition = float4(GetPosition(pcb.vertexBufferHandle, stage_input.vertexIndex), 1.0f);
output.outPosition = GetPosition(pcb.vertexBufferHandle, stage_input.vertexIndex);
output.outUV = GetUV(pcb.uvBufferHandle, stage_input.vertexIndex);
output.outColor = GetColor(pcb.colorHandle, stage_input.vertexIndex);
output.position = mul(float4(GetPosition(pcb.vertexBufferHandle, stage_input.vertexIndex), 1.0f), mul(camera.model, mul(camera.view, camera.proj)));
float4 globalPosition = mul(camera.model, mul(GetModel(pcb.nodeBufferHandle, pcb.m_NodeIdx), GetPosition(pcb.vertexBufferHandle, stage_input.vertexIndex)));
float4 clipSpace = mul(camera.view, globalPosition);
output.position = mul(camera.proj, clipSpace);
return output;
}