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Vulkan2021
VkCV Framework
Commits
a2969528
Commit
a2969528
authored
3 years ago
by
Trevor Hollmann
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[
#79
] Implement parsing and construction of sampler.
parent
42247b8f
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1 merge request
!69
Resolve "Rework Asset Loader API"
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modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+73
-4
73 additions, 4 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
with
73 additions
and
4 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+
73
−
4
View file @
a2969528
...
...
@@ -3,6 +3,7 @@
#include
<string.h>
// memcpy(3)
#include
<stdlib.h>
// calloc(3)
#include
<fx/gltf.h>
#include
<vulkan/vulkan.hpp>
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_JPEG
#define STBI_ONLY_PNG
...
...
@@ -123,6 +124,67 @@ bool materialHasTexture(const Material *const m, const PBRTextureTarget t)
return
m
->
textureMask
&
bitflag
(
t
);
}
int
translateSamplerMode
(
const
fx
::
gltf
::
Sampler
::
WrappingMode
mode
)
{
switch
(
mode
)
{
case
fx
::
gltf
::
Sampler
::
WrappingMode
::
ClampToEdge
:
return
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE
;
case
fx
::
gltf
::
Sampler
::
WrappingMode
::
MirroredRepeat
:
return
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT
;
case
fx
::
gltf
::
Sampler
::
WrappingMode
::
Repeat
:
default:
return
VK_SAMPLER_ADDRESS_MODE_REPEAT
;
}
}
int
translateSampler
(
const
fx
::
gltf
::
Sampler
&
src
,
vkcv
::
asset
::
Sampler
&
dst
)
{
dst
.
minLOD
=
0
;
dst
.
maxLOD
=
VK_LOD_CLAMP_NONE
;
switch
(
src
.
minFilter
)
{
case
fx
::
gltf
::
Sampler
::
MinFilter
::
None
:
case
fx
::
gltf
::
Sampler
::
MinFilter
::
Nearest
:
dst
.
minFilter
=
VK_FILTER_NEAREST
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_NEAREST
;
dst
.
maxLOD
=
0.25
;
case
fx
::
gltf
::
Sampler
::
MinFilter
::
Linear
:
dst
.
minFilter
=
VK_FILTER_LINEAR
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_NEAREST
;
dst
.
maxLOD
=
0.25
;
case
fx
::
gltf
::
Sampler
::
MinFilter
::
NearestMipMapNearest
:
dst
.
minFilter
=
VK_FILTER_NEAREST
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_NEAREST
;
case
fx
::
gltf
::
Sampler
::
MinFilter
::
LinearMipMapNearest
:
dst
.
minFilter
=
VK_FILTER_LINEAR
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_NEAREST
;
case
fx
::
gltf
::
Sampler
::
MinFilter
::
NearestMipMapLinear
:
dst
.
minFilter
=
VK_FILTER_NEAREST
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_LINEAR
;
case
fx
::
gltf
::
Sampler
::
MinFilter
::
LinearMipMapLinear
:
dst
.
minFilter
=
VK_FILTER_LINEAR
;
dst
.
mipmapMode
=
VK_SAMPLER_MIPMAP_MODE_LINEAR
;
}
switch
(
src
.
magFilter
)
{
case
fx
::
gltf
::
Sampler
::
MagFilter
::
None
:
case
fx
::
gltf
::
Sampler
::
MagFilter
::
Nearest
:
dst
.
magFilter
=
VK_FILTER_NEAREST
;
case
fx
::
gltf
::
Sampler
::
MagFilter
::
Linear
:
dst
.
magFilter
=
VK_FILTER_LINEAR
;
}
dst
.
addressModeU
=
translateSamplerMode
(
src
.
wrapS
);
dst
.
addressModeV
=
translateSamplerMode
(
src
.
wrapT
);
// XXX What's a good heuristic for W?
if
(
src
.
wrapS
==
src
.
wrapT
)
dst
.
addressModeW
=
dst
.
addressModeU
;
else
dst
.
addressModeW
=
VK_SAMPLER_ADDRESS_MODE_REPEAT
;
return
1
;
// TODO return vkcv::success
}
int
loadScene
(
const
std
::
string
&
path
,
Scene
&
scene
){
fx
::
gltf
::
Document
sceneObjects
;
...
...
@@ -221,8 +283,8 @@ int loadScene(const std::string &path, Scene &scene){
}
}
const
fx
::
gltf
::
BufferView
&
vertexBufferView
=
sceneObjects
.
bufferViews
[
posAccessor
.
bufferView
];
const
fx
::
gltf
::
Buffer
&
vertexBuffer
=
sceneObjects
.
buffers
[
vertexBufferView
.
buffer
];
const
fx
::
gltf
::
BufferView
&
vertexBufferView
=
sceneObjects
.
bufferViews
[
posAccessor
.
bufferView
];
const
fx
::
gltf
::
Buffer
&
vertexBuffer
=
sceneObjects
.
buffers
[
vertexBufferView
.
buffer
];
// only copy relevant part of vertex data
uint32_t
relevantBufferOffset
=
std
::
numeric_limits
<
uint32_t
>::
max
();
...
...
@@ -307,7 +369,7 @@ int loadScene(const std::string &path, Scene &scene){
free
(
data
);
textures
.
push_back
({
0
,
tex
.
sampler
,
static_cast
<
uint8_t
>
(
c
),
static_cast
<
uint16_t
>
(
w
),
static_cast
<
uint16_t
>
(
h
),
...
...
@@ -350,11 +412,18 @@ int loadScene(const std::string &path, Scene &scene){
material
.
emissiveFactor
[
1
],
material
.
emissiveFactor
[
2
]
}
});
}
}
samplers
.
reserve
(
sceneObjects
.
samplers
.
size
());
for
(
const
auto
&
it
:
sceneObjects
.
samplers
)
{
samplers
.
push_back
({});
auto
&
sampler
=
samplers
.
back
();
if
(
translateSampler
(
it
,
sampler
)
!=
1
)
// TODO use vkcv::success
return
0
;
// TODO use vkcv::error
}
scene
=
{
meshes
,
vertexGroups
,
...
...
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