.OBJ Loading

This commit is contained in:
Lillian Salehi 2024-10-14 09:17:17 -05:00
parent ac402dbef8
commit 43fd780e0b
13 changed files with 2111 additions and 37 deletions

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@ -1,5 +1,5 @@
CPPFLAGS=-g
LDFLAGS=-lglfw -lvulkan -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
LDFLAGS=-lglfw -lvulkan -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi -ltinyobjloader
DEBUGFLAGS=-DDEBUG -fsanitize=address
GDBFLAGS=
SRC = $(shell find . -name "*.cpp")

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2029
lib/tiny_obj_loader.h Normal file

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@ -5,7 +5,9 @@ Graphics::graphicspipeline graphicsPipeline;
RenderPresent::render renderPresentation;
BuffersLibraries::buffers buffers;
TextureLibraries::texture texture;
ModelLib::model model;
VkInstance vulkaninstance;
//TODO: add global instances?
// Getters and Setters!
@ -67,6 +69,7 @@ void initVulkan() {
texture.createTextureImage();
texture.createTextureImageView();
texture.createTextureSampler();
model.loadModel();
buffers.createVertexBuffer();
buffers.createIndexBuffer();
buffers.createUniformBuffers();

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@ -5,6 +5,7 @@
#include "graphics/render.h"
#include "graphics/texture.h"
#include "global.h"
#include "graphics/model.h"
class EntryApp {
public:
static EntryApp& getInstance();

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@ -30,6 +30,9 @@ namespace Global {
VkImage depthImage;
VkDeviceMemory depthImageMemory;
std::vector<Vertex> vertices;
// Index buffer definition, showing which points to reuse.
std::vector<uint32_t> indices;
Global::QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
// First we feed in a integer we want to use to hold the number of queued items, that fills it, then we create that amount of default constructed *VkQueueFamilyProperties* structs.
// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.

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@ -6,6 +6,7 @@
#include <glm/ext/vector_float3.hpp>
#include <glm/fwd.hpp>
#include <iostream>
#include <ostream>
#include <vector>
#include <optional>
#include <vulkan/vulkan_core.h>
@ -40,6 +41,10 @@ namespace Global {
extern VkImageView depthImageView;
extern VkImage depthImage;
extern VkDeviceMemory depthImageMemory;
const std::string MODEL_PATH = "assets/models/viking_room.obj";
const std::string TEXTURE_PATH = "assets/textures/viking_room.png";
struct UniformBufferObject {
float time;
@ -82,9 +87,12 @@ namespace Global {
return attributeDescriptions;
}
};
const uint32_t WIDTH = 800;
const uint32_t HEIGHT = 800;
extern std::vector<Vertex> vertices;
// Index buffer definition, showing which points to reuse.
extern std::vector<uint32_t> indices;
struct QueueFamilyIndices {
// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
// therefore, we take into account both for completion.

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@ -18,24 +18,6 @@ std::vector<void*> uniformBuffersMapped;
namespace BuffersLibraries {
const std::vector<Global::Vertex> vertices = {
// X Y Z | R G B | W Q
{{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f}},
{{0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
{{0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
{{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}
};
// Index buffer definition, showing which points to reuse.
const std::vector<uint16_t> indices = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4
};
uint32_t buffers::findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties) {
// Graphics cards offer different types of memory to allocate from, here we query to find the right type of memory for our needs.
@ -111,7 +93,7 @@ namespace BuffersLibraries {
}
void buffers::createIndexBuffer() {
VkDeviceSize bufferSize = sizeof(indices[0]) * indices.size();
VkDeviceSize bufferSize = sizeof(Global::indices[0]) * Global::indices.size();
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
@ -120,7 +102,7 @@ namespace BuffersLibraries {
void* data;
vkMapMemory(Global::device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t) bufferSize);
memcpy(data, Global::indices.data(), (size_t) bufferSize);
vkUnmapMemory(Global::device, stagingBufferMemory);
@ -135,7 +117,7 @@ namespace BuffersLibraries {
// Create a Vertex Buffer to hold the vertex information in memory so it doesn't have to be hardcoded!
// Size denotes the size of the buffer in bytes, usage in this case is the buffer behaviour, using a bitwise OR.
// Sharing mode denostes the same as the images in the swap chain! in this case, only the graphics queue uses this buffer, so we make it exclusive.
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
VkDeviceSize bufferSize = sizeof(Global::vertices[0]) * Global::vertices.size();
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
@ -143,7 +125,7 @@ namespace BuffersLibraries {
void* data;
vkMapMemory(Global::device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t) bufferSize);
memcpy(data, Global::vertices.data(), (size_t) bufferSize);
vkUnmapMemory(Global::device, stagingBufferMemory);
createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, vertexBuffer, vertexBufferMemory);
@ -167,12 +149,7 @@ namespace BuffersLibraries {
VkBuffer buffers::getIndexBuffer() {
return indexBuffer;
}
std::vector<Global::Vertex> buffers::getVertices() {
return vertices;
}
std::vector<uint16_t> buffers::getIndices() {
return indices;
}
// ------------------------------ Uniform Buffer Setup -------------------------------- //
void buffers::createDescriptorSetLayout() {
// Create a table of pointers to data, a Descriptor Set!
@ -231,10 +208,10 @@ namespace BuffersLibraries {
Global::UniformBufferObject ubo{};
ubo.time = time;
// Modify the model projection transformation to rotate around the Z over time.
ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f));
ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(20.0f), glm::vec3(0.0f, 0.0f, 1.0f));
// Modify the view transformation to look at the object from above at a 45 degree angle.
// This takes the eye position, center position, and the up direction.
ubo.view = glm::lookAt(glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
// 45 degree field of view, set aspect ratio, and near and far clipping range.
ubo.proj = glm::perspective(glm::radians(45.0f), deviceLibrary.getSwapChainExtent().width / (float) deviceLibrary.getSwapChainExtent().height, 0.1f, 10.0f);

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@ -11,8 +11,6 @@ namespace BuffersLibraries {
void destroyBuffers();
VkBuffer getVertexBuffer();
VkBuffer getIndexBuffer();
std::vector<Global::Vertex> getVertices();
std::vector<uint16_t> getIndices();
void createDescriptorSetLayout();
void createUniformBuffers();
void updateUniformBuffer(uint32_t currentImage);

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@ -354,11 +354,11 @@ namespace Graphics {
VkBuffer vertexBuffers[] = {buffers.getVertexBuffer()};
VkDeviceSize offsets[] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(commandBuffer, buffers.getIndexBuffer(), 0, VK_INDEX_TYPE_UINT16);
vkCmdBindIndexBuffer(commandBuffer, buffers.getIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &Global::descriptorSets[Global::currentFrame], 0, nullptr);
vkCmdDrawIndexed(commandBuffer, static_cast<uint32_t>(buffers.getIndices().size()), 1, 0, 0, 0);
vkCmdDrawIndexed(commandBuffer, static_cast<uint32_t>(Global::indices.size()), 1, 0, 0, 0);
vkCmdEndRenderPass(commandBuffer);
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS) {

47
src/graphics/model.cpp Normal file
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@ -0,0 +1,47 @@
#include "buffers.h"
#include <stdexcept>
#include <string>
#define TINY_OBJ_IMPLEMENTATION
#include <tiny_obj_loader.h>
#include "model.h"
namespace ModelLib {
BuffersLibraries::buffers buf;
void model::loadModel() {
tinyobj::ObjReaderConfig readerConfig;
tinyobj::ObjReader reader;
if(!reader.ParseFromFile(Global::MODEL_PATH, readerConfig)) {
if(!reader.Error().empty()) {
throw std::runtime_error(reader.Error());
}
}
auto& attrib = reader.GetAttrib();
auto& shapes = reader.GetShapes();
auto& materials = reader.GetMaterials();
for (const auto& shape : shapes) {
for (const auto& index : shape.mesh.indices) {
Global::Vertex vertex;
vertex.pos = {
attrib.vertices[3 * index.vertex_index + 0],
attrib.vertices[3 * index.vertex_index + 1],
attrib.vertices[3 * index.vertex_index + 2]
};
vertex.texCoord = {
attrib.texcoords[2 * index.texcoord_index + 0],
1.0f - attrib.texcoords[2 * index.texcoord_index + 1]
};
vertex.color = {1.0f, 1.0f, 1.0f};
Global::vertices.push_back(vertex);
Global::indices.push_back(Global::indices.size());
}
}
}
}

8
src/graphics/model.h Normal file
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@ -0,0 +1,8 @@
#include "../global.h"
namespace ModelLib {
class model {
public:
void loadModel();
};
}

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@ -190,7 +190,7 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
// Import pixels from image with data on color channels, width and height, and colorspace!
// Its a lot of kind of complicated memory calls to bring it from a file -> to a buffer -> to a image object.
int textureWidth, textureHeight, textureChannels;
stbi_uc* pixels = stbi_load("assets/textures/test.png", &textureWidth, &textureHeight, &textureChannels, STBI_rgb_alpha);
stbi_uc* pixels = stbi_load(Global::TEXTURE_PATH.c_str(), &textureWidth, &textureHeight, &textureChannels, STBI_rgb_alpha);
VkDeviceSize imageSize = textureWidth * textureHeight * 4;