Added support for Bone Weights and Bone Indices vertex attributes for meshes

This commit is contained in:
Kah Wei 2022-11-20 01:33:55 +08:00
parent 6fa14aff85
commit 841948b82c
8 changed files with 505 additions and 343 deletions

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@ -0,0 +1,65 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 5) in ivec4 aBoneIndices;
layout(location = 6) in vec4 aBoneWeights;
layout(location = 8) in uvec2 integerData;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} Out;
// material stuff
layout(location = 3) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -54,7 +54,7 @@ namespace SHADE
std::vector<SHVec3> VertexNormals;
std::vector<SHVec2> VertexTexCoords;
std::vector<uint32_t> Indices;
std::vector<MeshBoneInfo> BonesInfo;
std::vector<MeshBone> Bones;
std::vector<int> VertexBoneIndices;
std::vector<SHVec4> VertexBoneWeights;
};
}

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@ -176,6 +176,20 @@ namespace SHADE
*/
/***************************************************************************/
static constexpr uint32_t INTEGER_DATA = 5;
/***************************************************************************/
/*!
\brief
Vertex buffer bindings for the bone indices buffer.
*/
/***************************************************************************/
static constexpr uint32_t BONE_INDICES = 6;
/***************************************************************************/
/*!
\brief
Vertex buffer bindings for the bone weights buffer.
*/
/***************************************************************************/
static constexpr uint32_t BONE_WEIGHTS = 7;
};

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@ -432,6 +432,8 @@ namespace SHADE
std::make_pair(meshLibrary.GetVertexTexCoordsBuffer(), SHGraphicsConstants::VertexBufferBindings::TEX_COORD),
std::make_pair(meshLibrary.GetVertexNormalsBuffer(), SHGraphicsConstants::VertexBufferBindings::NORMAL),
std::make_pair(meshLibrary.GetVertexTangentsBuffer(), SHGraphicsConstants::VertexBufferBindings::TANGENT),
std::make_pair(meshLibrary.GetVertexBoneIndicesBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_INDICES),
std::make_pair(meshLibrary.GetVertexBoneWeightsBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_WEIGHTS),
std::make_pair(meshLibrary.GetIndexBuffer(), 0),
};
@ -483,6 +485,11 @@ namespace SHADE
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
// Ignore invalid buffers
if (!buffer)
continue;
// Assign based on type
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
currentCmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
@ -721,9 +728,9 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Mesh Registration Functions */
/*---------------------------------------------------------------------------------*/
SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices, const SHMesh::VertexWeights* const boneWeights)
{
return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, indexCount, indices);
return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, boneIndices, boneWeights, indexCount, indices);
}
void SHGraphicsSystem::RemoveMesh(Handle<SHMesh> mesh)

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@ -204,7 +204,7 @@ namespace SHADE
*/
/*******************************************************************************/
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices = nullptr, const SHMesh::VertexWeights* const boneWeights = nullptr);
/*******************************************************************************/
/*!

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@ -20,7 +20,15 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE
{
SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh
(
uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
const SHMesh::VertexTexCoord* const texCoords,
const SHMesh::VertexTangent* const tangents,
const SHMesh::VertexNormal* const normals,
const SHMesh::VertexBoneIndices* const boneIndices,
const SHMesh::VertexWeights* const boneWeights,
uint32_t indexCount, const SHMesh::Index* const indices)
{
isDirty = true;
@ -32,6 +40,8 @@ namespace SHADE
texCoords,
tangents,
normals,
boneIndices,
boneWeights,
indexCount,
indices,
handle
@ -83,6 +93,8 @@ namespace SHADE
vertTexCoordStorage.erase(vertTexCoordStorage.begin() + nextVertInsertPoint, vertTexCoordStorage.begin() + mesh->FirstVertex);
vertTangentStorage.erase(vertTangentStorage.begin() + nextVertInsertPoint, vertTangentStorage.begin() + mesh->FirstVertex);
vertNormalStorage.erase(vertNormalStorage.begin() + nextVertInsertPoint, vertNormalStorage.begin() + mesh->FirstVertex);
vertBoneIdxStorage.erase(vertBoneIdxStorage.begin() + nextVertInsertPoint, vertBoneIdxStorage.begin() + mesh->FirstVertex);
vertBoneWeightStorage.erase(vertBoneWeightStorage.begin() + nextVertInsertPoint, vertBoneWeightStorage.begin() + mesh->FirstVertex);
// - Update mesh data
mesh->FirstVertex = nextVertInsertPoint;
@ -114,6 +126,8 @@ namespace SHADE
vertTexCoordStorage.reserve(newVertElems);
vertTangentStorage.reserve(newVertElems);
vertNormalStorage.reserve(newVertElems);
vertBoneIdxStorage.reserve(newVertElems);
vertBoneWeightStorage.reserve(newVertElems);
indexStorage.reserve(newIdxElems);
// - Append new data
for (auto& addJob : meshAddJobs)
@ -149,6 +163,22 @@ namespace SHADE
vertNormalStorage.end(),
addJob.VertexNormals, addJob.VertexNormals + addJob.VertexCount
);
if (addJob.VertexBoneIndices)
{
vertBoneIdxStorage.insert
(
vertBoneIdxStorage.end(),
addJob.VertexBoneIndices, addJob.VertexBoneIndices + addJob.VertexCount * SHMesh::BONE_INDICES_PER_VERTEX
);
}
if (addJob.VertexBoneWeights)
{
vertBoneWeightStorage.insert
(
vertBoneWeightStorage.end(),
addJob.VertexBoneWeights, addJob.VertexBoneWeights + addJob.VertexCount
);
}
indexStorage.insert
(
indexStorage.end(),
@ -192,6 +222,28 @@ namespace SHADE
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Normals"
);
if (!vertBoneIdxStorage.empty())
{
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, vertBoneIdxBuffer,
vertBoneIdxStorage.data(),
static_cast<uint32_t>(vertBoneIdxStorage.size()) * sizeof(SHMesh::VertexBoneIndices),
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Bone Indices"
);
}
if (!vertBoneWeightStorage.empty())
{
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, vertBoneWeightBuffer,
vertBoneWeightStorage.data(),
static_cast<uint32_t>(vertBoneWeightStorage.size()) * sizeof(SHMesh::VertexWeights),
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Bone Weights"
);
}
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, indexBuffer,

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@ -19,6 +19,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Resource/SHResourceLibrary.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
namespace SHADE
{
@ -49,6 +50,13 @@ namespace SHADE
using VertexTexCoord = SHVec2;
using VertexTangent = SHVec3;
using VertexNormal = SHVec3;
using VertexBoneIndices = int;
using VertexWeights = SHVec4;
/*-----------------------------------------------------------------------------*/
/* Constants */
/*-----------------------------------------------------------------------------*/
static constexpr size_t BONE_INDICES_PER_VERTEX = 4;
/*-----------------------------------------------------------------------------*/
/* Data Members */
@ -105,7 +113,13 @@ namespace SHADE
*/
/*******************************************************************************/
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
const SHMesh::VertexTexCoord* const texCoords,
const SHMesh::VertexTangent* const tangents,
const SHMesh::VertexNormal* const normals,
const SHMesh::VertexBoneIndices* const boneIndices,
const SHMesh::VertexWeights* const boneWeights,
uint32_t indexCount, const SHMesh::Index* const indices);
/*******************************************************************************/
/*!
@ -144,7 +158,9 @@ namespace SHADE
Handle<SHVkBuffer> GetVertexTexCoordsBuffer() const noexcept { return vertTexCoordBuffer; }
Handle<SHVkBuffer> GetVertexTangentsBuffer() const noexcept { return vertTangentBuffer; }
Handle<SHVkBuffer> GetVertexNormalsBuffer() const noexcept { return vertNormalBuffer; }
Handle<SHVkBuffer> GetIndexBuffer() const { return indexBuffer; }
Handle<SHVkBuffer> GetVertexBoneIndicesBuffer() const noexcept { return vertBoneIdxBuffer; }
Handle<SHVkBuffer> GetVertexBoneWeightsBuffer() const noexcept { return vertBoneWeightBuffer; }
Handle<SHVkBuffer> GetIndexBuffer() const noexcept { return indexBuffer; }
private:
/*-----------------------------------------------------------------------------*/
@ -157,6 +173,8 @@ namespace SHADE
const SHMesh::VertexTexCoord* VertexTexCoords = nullptr;
const SHMesh::VertexTangent* VertexTangents = nullptr;
const SHMesh::VertexNormal* VertexNormals = nullptr;
const SHMesh::VertexBoneIndices* VertexBoneIndices = nullptr;
const SHMesh::VertexWeights* VertexBoneWeights = nullptr;
uint32_t IndexCount = 0;
const SHMesh::Index* Indices = nullptr;
Handle<SHMesh> Handle;
@ -168,19 +186,23 @@ namespace SHADE
std::vector<MeshAddJob> meshAddJobs;
std::vector<Handle<SHMesh>> meshRemoveJobs;
// Tracking
SHResourceLibrary<SHMesh> meshes{};
SHResourceLibrary<SHMesh> meshes;
std::vector<Handle<SHMesh>> meshOrder;
// CPU Storage
std::vector<SHMesh::VertexPosition> vertPosStorage;
std::vector<SHMesh::VertexTexCoord> vertTexCoordStorage;
std::vector<SHMesh::VertexTangent> vertTangentStorage;
std::vector<SHMesh::VertexNormal> vertNormalStorage;
std::vector<SHMesh::VertexBoneIndices> vertBoneIdxStorage; // Must be in multiples of 4
std::vector<SHMesh::VertexWeights> vertBoneWeightStorage;
std::vector<SHMesh::Index> indexStorage;
// GPU Storage
Handle<SHVkBuffer> vertPosBuffer{};
Handle<SHVkBuffer> vertTexCoordBuffer{};
Handle<SHVkBuffer> vertTangentBuffer{};
Handle<SHVkBuffer> vertNormalBuffer{};
Handle<SHVkBuffer> vertBoneIdxBuffer{};
Handle<SHVkBuffer> vertBoneWeightBuffer{};
Handle<SHVkBuffer> indexBuffer{};
// Flags
bool isDirty = true;

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@ -293,6 +293,8 @@ namespace SHADE
meshData.VertexTexCoords.data(),
meshData.VertexTangents.data(),
meshData.VertexNormals.data(),
nullptr,
nullptr,
static_cast<uint32_t>(meshData.Indices.size()),
meshData.Indices.data()
);