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path: root/src/vk/graphics_pipeline_3d_skeletal.cpp
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-rw-r--r--src/vk/graphics_pipeline_3d_skeletal.cpp657
1 files changed, 657 insertions, 0 deletions
diff --git a/src/vk/graphics_pipeline_3d_skeletal.cpp b/src/vk/graphics_pipeline_3d_skeletal.cpp
new file mode 100644
index 0000000..3e1db66
--- /dev/null
+++ b/src/vk/graphics_pipeline_3d_skeletal.cpp
@@ -0,0 +1,657 @@
+/*
+ * Copyright 2022-2023 Frederico de Oliveira Linhares
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "graphics_pipeline_3d.hpp"
+
+#include <array>
+#include <stdexcept>
+
+#include "../core.hpp"
+#include "core.hpp"
+#include "image.hpp"
+#include "skeletal_mesh_vertex.hpp"
+#include "uniform_data_object.hpp"
+
+namespace
+{
+
+void
+load_world_vert_uniform_buffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ try
+ {
+ self->ub_world_vert.reserve(cg_core.vk_swapchain->images_count);
+ for(auto i{0}; i < cg_core.vk_swapchain->images_count; i++)
+ self->ub_world_vert.emplace_back(
+ cg_core.vk_device_with_swapchain, sizeof(VK::ODOWorld3D_Vert));
+ }
+ catch(const std::exception& e)
+ {
+ throw CommandError{e.what()};
+ }
+}
+
+void
+unload_world_vert_uniform_buffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ self->ub_world_vert.clear();
+}
+
+void
+load_world_frag_uniform_buffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ try
+ {
+ self->ub_world_frag.reserve(cg_core.vk_swapchain->images_count);
+ for(auto i{0}; i < cg_core.vk_swapchain->images_count; i++)
+ self->ub_world_frag.emplace_back(
+ cg_core.vk_device_with_swapchain, sizeof(VK::ODOWorld3D_Frag));
+ }
+ catch(const std::exception& e)
+ {
+ throw CommandError{e.what()};
+ }
+}
+
+void
+unload_world_frag_uniform_buffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ self->ub_world_frag.clear();
+}
+
+void
+load_descriptor_pool(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ uint32_t uniform_buffers_count =
+ self->ub_world_vert.size() + self->ub_world_vert.size();
+
+ VkDescriptorPoolSize descriptor_pool_size{};
+ descriptor_pool_size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
+ descriptor_pool_size.descriptorCount = uniform_buffers_count;
+
+ VkDescriptorPoolCreateInfo pool_info{};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.pNext = nullptr;
+ pool_info.flags = 0;
+ pool_info.maxSets = uniform_buffers_count;
+ pool_info.poolSizeCount = 1;
+ pool_info.pPoolSizes = &descriptor_pool_size;
+
+ if(vkCreateDescriptorPool(
+ cg_core.vk_device_with_swapchain->device, &pool_info, nullptr,
+ &self->descriptor_pool) != VK_SUCCESS)
+ throw CommandError{"Failed to create a Vulkan descriptor pool."};
+}
+
+void
+unload_descriptor_pool(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ vkDestroyDescriptorPool(
+ cg_core.vk_device_with_swapchain->device, self->descriptor_pool,
+ nullptr);
+}
+
+void
+load_descriptor_sets_world(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ std::vector<VkDescriptorSetLayout> layouts(
+ cg_core.vk_swapchain->images_count,
+ cg_core.vk_graphics_pipeline_3d_layout->descriptor_set_world);
+
+ VkDescriptorSetAllocateInfo alloc_info{};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = self->descriptor_pool;
+ alloc_info.descriptorSetCount = layouts.size();
+ alloc_info.pSetLayouts = layouts.data();
+
+ self->descriptor_sets_world.resize(layouts.size());
+ if(vkAllocateDescriptorSets(
+ cg_core.vk_device_with_swapchain->device, &alloc_info,
+ self->descriptor_sets_world.data()) != VK_SUCCESS)
+ throw CommandError{"Failed to create Vulkan world descriptor set."};
+}
+
+void
+load_resources_to_descriptor_sets(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ for(auto i{0}; i < cg_core.vk_swapchain->images_count; i++)
+ {
+ VkDescriptorBufferInfo world_vert_info{};
+ world_vert_info.buffer = self->ub_world_vert[i].buffer;
+ world_vert_info.offset = 0;
+ world_vert_info.range = sizeof(VK::ODOWorld3D_Vert);
+
+ VkDescriptorBufferInfo world_frag_info{};
+ world_frag_info.buffer = self->ub_world_frag[i].buffer;
+ world_frag_info.offset = 0;
+ world_frag_info.range = sizeof(VK::ODOWorld3D_Frag);
+
+ std::array<VkWriteDescriptorSet, 2> write_descriptors{};
+ write_descriptors[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_descriptors[0].dstSet = self->descriptor_sets_world[i];
+ write_descriptors[0].dstBinding = 0;
+ write_descriptors[0].dstArrayElement = 0;
+ write_descriptors[0].descriptorCount = 1;
+ write_descriptors[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
+ write_descriptors[0].pBufferInfo = &world_vert_info;
+ write_descriptors[0].pImageInfo = nullptr;
+ write_descriptors[0].pTexelBufferView = nullptr;
+
+ write_descriptors[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_descriptors[1].dstSet = self->descriptor_sets_world[i];
+ write_descriptors[1].dstBinding = 1;
+ write_descriptors[1].dstArrayElement = 0;
+ write_descriptors[1].descriptorCount = 1;
+ write_descriptors[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
+ write_descriptors[1].pBufferInfo = &world_frag_info;
+ write_descriptors[1].pImageInfo = nullptr;
+ write_descriptors[1].pTexelBufferView = nullptr;
+
+ vkUpdateDescriptorSets(
+ cg_core.vk_device_with_swapchain->device, write_descriptors.size(),
+ write_descriptors.data(), 0, nullptr);
+ }
+}
+
+void
+load_depth_image(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ VkExtent3D extent3d{};
+ extent3d.width = cg_core.display_width;
+ extent3d.height = cg_core.display_height;
+ extent3d.depth = 1;
+
+ try
+ {
+ VK::Image::create(
+ cg_core.vk_device_with_swapchain,
+ &self->depth_image,
+ &self->depth_image_memory,
+ VK_FORMAT_D32_SFLOAT,
+ extent3d,
+ 1,
+ VK_IMAGE_TILING_OPTIMAL,
+ VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
+ );
+ }
+ catch(VK::Image::Error error)
+ {
+ std::string error_message{"Failed to create depth image → "};
+ error_message += error.what();
+ throw CommandError{error_message};
+ }
+}
+
+void
+unload_depth_image(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ vkDestroyImage(
+ cg_core.vk_device_with_swapchain->device, self->depth_image,
+ nullptr);
+ vkFreeMemory(
+ cg_core.vk_device_with_swapchain->device,
+ self->depth_image_memory, nullptr);
+}
+
+void
+load_depth_image_view(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ try
+ {
+ VK::Image::create_view(
+ cg_core.vk_device_with_swapchain, &self->depth_image_view,
+ self->depth_image,
+ VK_FORMAT_D32_SFLOAT, VK_IMAGE_ASPECT_DEPTH_BIT);
+ }
+ catch(VK::Image::Error error)
+ {
+ std::string error_message{"Failed to create depth image view → "};
+ error_message += error.what();
+ throw CommandError{error_message};
+ }
+}
+
+void
+unload_depth_image_view(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ vkDestroyImageView(
+ cg_core.vk_device_with_swapchain->device, self->depth_image_view, nullptr);
+}
+
+void
+load_framebuffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ self->swapchain_framebuffers.resize(cg_core.vk_swapchain->images_count);
+ for (auto i{0}; i < cg_core.vk_swapchain->images_count; i++)
+ {
+ std::array<VkImageView, 2> attachments = {
+ cg_core.vk_swapchain->image_views[i],
+ self->depth_image_view
+ };
+
+ VkFramebufferCreateInfo framebuffer_info{};
+ framebuffer_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ framebuffer_info.renderPass =
+ cg_core.vk_graphics_pipeline_3d_layout->render_pass;
+ framebuffer_info.attachmentCount = attachments.size();
+ framebuffer_info.pAttachments = attachments.data();
+ framebuffer_info.width = cg_core.display_width;
+ framebuffer_info.height = cg_core.display_height;
+
+ framebuffer_info.layers = 1;
+
+ if(vkCreateFramebuffer(
+ cg_core.vk_device_with_swapchain->device, &framebuffer_info, nullptr,
+ &self->swapchain_framebuffers[i]) != VK_SUCCESS)
+ throw CommandError{"Failed to create Vulkan Framebuffer."};
+ }
+}
+
+void
+unload_framebuffer(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ for(auto framebuffer: self->swapchain_framebuffers)
+ vkDestroyFramebuffer(
+ cg_core.vk_device_with_swapchain->device, framebuffer, nullptr);
+}
+
+void
+load_pipeline(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ VkPipelineShaderStageCreateInfo vert_shader_stage_info = {};
+ vert_shader_stage_info.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ vert_shader_stage_info.pNext = nullptr;
+ vert_shader_stage_info.flags = 0;
+ vert_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT;
+ vert_shader_stage_info.module =
+ cg_core.vk_device_with_swapchain->vert3d_shader_module;
+ vert_shader_stage_info.pName = "main";
+ vert_shader_stage_info.pSpecializationInfo = nullptr;
+
+ VkPipelineShaderStageCreateInfo frag_shader_stage_info = {};
+ frag_shader_stage_info.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ frag_shader_stage_info.pNext = nullptr;
+ frag_shader_stage_info.flags = 0;
+ frag_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ frag_shader_stage_info.module =
+ cg_core.vk_device_with_swapchain->frag3d_shader_module;
+ frag_shader_stage_info.pName = "main";
+ frag_shader_stage_info.pSpecializationInfo = nullptr;
+
+ VkPipelineShaderStageCreateInfo shader_stages[] = {
+ vert_shader_stage_info,
+ frag_shader_stage_info
+ };
+
+ VkVertexInputBindingDescription vertex_input_binding{};
+ vertex_input_binding.binding = 0;
+ vertex_input_binding.stride = sizeof(VK::SkeletalMeshVertex);
+ vertex_input_binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ std::array<VkVertexInputAttributeDescription, 5> vertex_attribute{};
+ // Position.
+ vertex_attribute[0].location = 0;
+ vertex_attribute[0].binding = 0;
+ vertex_attribute[0].format = VK_FORMAT_R32G32B32_SFLOAT;
+ vertex_attribute[0].offset = offsetof(VK::SkeletalMeshVertex, position);
+ // Normal.
+ vertex_attribute[1].location = 1;
+ vertex_attribute[1].binding = 0;
+ vertex_attribute[1].format = VK_FORMAT_R32G32B32_SFLOAT;
+ vertex_attribute[1].offset = offsetof(VK::SkeletalMeshVertex, normal);
+ // Texture coordinate.
+ vertex_attribute[2].location = 2;
+ vertex_attribute[2].binding = 0;
+ vertex_attribute[2].format = VK_FORMAT_R32G32_SFLOAT;
+ vertex_attribute[2].offset = offsetof(VK::SkeletalMeshVertex, texture_coord);
+ // Bones ids.
+ vertex_attribute[3].location = 3;
+ vertex_attribute[3].binding = 0;
+ vertex_attribute[3].format = VK_FORMAT_R32G32B32A32_SINT;
+ vertex_attribute[3].offset = offsetof(VK::SkeletalMeshVertex, bone_ids);
+ // Bones weights.
+ vertex_attribute[4].location = 4;
+ vertex_attribute[4].binding = 0;
+ vertex_attribute[4].format = VK_FORMAT_R32G32B32A32_SFLOAT;
+ vertex_attribute[4].offset = offsetof(VK::SkeletalMeshVertex, bone_weights);
+
+ VkPipelineVertexInputStateCreateInfo vertex_input_info = {};
+ vertex_input_info.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_input_info.pNext = nullptr;
+ vertex_input_info.flags = 0;
+ vertex_input_info.vertexBindingDescriptionCount = 1;
+ vertex_input_info.pVertexBindingDescriptions = &vertex_input_binding;
+ vertex_input_info.vertexAttributeDescriptionCount =
+ static_cast<uint32_t>(vertex_attribute.size());
+ vertex_input_info.pVertexAttributeDescriptions = vertex_attribute.data();
+
+ VkPipelineInputAssemblyStateCreateInfo input_assembly = {};
+ input_assembly.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ input_assembly.pNext = nullptr;
+ input_assembly.flags = 0;
+ input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+ input_assembly.primitiveRestartEnable = VK_FALSE;
+
+ VkViewport viewport = {};
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = cg_core.display_width;
+ viewport.height = cg_core.display_height;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+
+ VkRect2D scissor = {};
+ scissor.offset = {0, 0};
+ scissor.extent = {cg_core.display_width, cg_core.display_height};
+
+ VkPipelineViewportStateCreateInfo viewport_state = {};
+ viewport_state.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_state.pNext = nullptr;
+ viewport_state.flags = 0;
+ viewport_state.viewportCount = 1;
+ viewport_state.pViewports = &viewport;
+ viewport_state.scissorCount = 1;
+ viewport_state.pScissors = &scissor;
+
+ VkPipelineRasterizationStateCreateInfo rasterizer = {};
+ rasterizer.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rasterizer.pNext = nullptr;
+ rasterizer.flags = 0;
+ rasterizer.depthClampEnable = VK_FALSE;
+ rasterizer.rasterizerDiscardEnable = VK_FALSE;
+ rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
+ rasterizer.cullMode = VK_CULL_MODE_NONE;
+ rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rasterizer.depthBiasEnable = VK_FALSE;
+ rasterizer.depthBiasConstantFactor = 0.0f;
+ rasterizer.depthBiasClamp = 0.0f;
+ rasterizer.depthBiasSlopeFactor = 0.0f;
+ rasterizer.lineWidth = 1.0f;
+
+ VkPipelineMultisampleStateCreateInfo multisampling = {};
+ multisampling.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+ multisampling.sampleShadingEnable = VK_FALSE;
+ multisampling.minSampleShading = 1.0f;
+ multisampling.pSampleMask = nullptr;
+ multisampling.alphaToCoverageEnable = VK_FALSE;
+ multisampling.alphaToOneEnable = VK_FALSE;
+
+ VkPipelineDepthStencilStateCreateInfo depth_stencil = {};
+ depth_stencil.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ depth_stencil.depthTestEnable = VK_TRUE;
+ depth_stencil.depthWriteEnable = VK_TRUE;
+ depth_stencil.depthCompareOp = VK_COMPARE_OP_LESS;
+ depth_stencil.depthBoundsTestEnable = VK_FALSE;
+ depth_stencil.minDepthBounds = 0.0f;
+ depth_stencil.maxDepthBounds = 1.0f;
+ depth_stencil.stencilTestEnable = VK_FALSE;
+ depth_stencil.front = {};
+ depth_stencil.back = {};
+
+ VkPipelineColorBlendAttachmentState color_blend_attachment = {};
+ color_blend_attachment.blendEnable = VK_FALSE;
+ color_blend_attachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_blend_attachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
+ color_blend_attachment.colorBlendOp = VK_BLEND_OP_ADD;
+ color_blend_attachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_blend_attachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ color_blend_attachment.alphaBlendOp = VK_BLEND_OP_ADD;
+ color_blend_attachment.colorWriteMask =
+ VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineColorBlendStateCreateInfo color_blending = {};
+ color_blending.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ color_blending.pNext = nullptr;
+ color_blending.flags = 0;
+ color_blending.logicOpEnable = VK_FALSE;
+ color_blending.logicOp = VK_LOGIC_OP_COPY;
+ color_blending.attachmentCount = 1;
+ color_blending.pAttachments = &color_blend_attachment;
+ color_blending.blendConstants[0] = 0.0f;
+ color_blending.blendConstants[1] = 0.0f;
+ color_blending.blendConstants[2] = 0.0f;
+ color_blending.blendConstants[3] = 0.0f;
+
+ VkDynamicState dynamic_states[] = {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_LINE_WIDTH
+ };
+
+ VkPipelineDynamicStateCreateInfo dynamic_state_info = {};
+ dynamic_state_info.sType =
+ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic_state_info.dynamicStateCount = 2;
+ dynamic_state_info.pDynamicStates = dynamic_states;
+
+ VkGraphicsPipelineCreateInfo pipeline_info{};
+ pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ pipeline_info.pNext = nullptr;
+ pipeline_info.flags = 0;
+ pipeline_info.stageCount = 2;
+ pipeline_info.pStages = shader_stages;
+ pipeline_info.pVertexInputState = &vertex_input_info;
+ pipeline_info.pInputAssemblyState = &input_assembly;
+ pipeline_info.pTessellationState = nullptr;
+ pipeline_info.pViewportState = &viewport_state;
+ pipeline_info.pRasterizationState = &rasterizer;
+ pipeline_info.pMultisampleState = &multisampling;
+ pipeline_info.pDepthStencilState = &depth_stencil;
+ pipeline_info.pColorBlendState = &color_blending;
+ pipeline_info.pDynamicState = &dynamic_state_info;
+ pipeline_info.layout = cg_core.vk_graphics_pipeline_3d_layout->pipeline;
+ pipeline_info.renderPass =
+ cg_core.vk_graphics_pipeline_3d_layout->render_pass;
+ pipeline_info.subpass = 0;
+ pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
+ pipeline_info.basePipelineIndex = -1;
+
+ if(vkCreateGraphicsPipelines(
+ cg_core.vk_device_with_swapchain->device, VK_NULL_HANDLE, 1,
+ &pipeline_info, nullptr, &self->graphic_pipeline)
+ != VK_SUCCESS)
+ throw CommandError{"Failed to create graphics pipeline."};
+}
+
+void
+unload_pipeline(void *obj)
+{
+ auto self = static_cast<VK::GraphicsPipeline3DSkeletal*>(obj);
+
+ vkDestroyPipeline(
+ cg_core.vk_device_with_swapchain->device, self->graphic_pipeline, nullptr);
+}
+
+const CommandChain loader{
+ {&load_world_vert_uniform_buffer, &unload_world_vert_uniform_buffer},
+ {&load_world_frag_uniform_buffer, &unload_world_frag_uniform_buffer},
+ {&load_descriptor_pool, &unload_descriptor_pool},
+ // By destroying the pool the sets are also destroyed.
+ {&load_descriptor_sets_world, nullptr},
+ {&load_resources_to_descriptor_sets, nullptr},
+ {&load_depth_image, &unload_depth_image},
+ {&load_depth_image_view, &unload_depth_image_view},
+ {&load_framebuffer, &unload_framebuffer},
+ {&load_pipeline, &unload_pipeline}
+};
+
+}
+
+namespace VK
+{
+
+GraphicsPipeline3DSkeletal::GraphicsPipeline3DSkeletal()
+{
+ loader.execute(this);
+}
+
+GraphicsPipeline3DSkeletal::~GraphicsPipeline3DSkeletal()
+{
+ loader.revert(this);
+}
+
+void
+GraphicsPipeline3DSkeletal::draw(
+ std::shared_ptr<View3D> view, const VkCommandBuffer draw_command_buffer,
+ const size_t current_frame, const uint32_t image_index)
+{
+ { // Set viewport
+ VkViewport vk_viewport{};
+ vk_viewport.x = view->region.x;
+ vk_viewport.y = view->region.y;
+ vk_viewport.width = view->region.z;
+ vk_viewport.height = view->region.w;
+ vk_viewport.minDepth = 0.0f;
+ vk_viewport.maxDepth = 1.0f;
+ vkCmdSetViewport(draw_command_buffer, 0, 1, &vk_viewport);
+
+ VkRect2D vk_scissor{};
+ vk_scissor.offset.x = static_cast<int32_t>(view->region.x);
+ vk_scissor.offset.y = static_cast<int32_t>(view->region.y);
+ vk_scissor.extent.width = static_cast<uint32_t>(view->region.z);
+ vk_scissor.extent.height = static_cast<uint32_t>(view->region.w);
+ vkCmdSetScissor(draw_command_buffer, 0, 1, &vk_scissor);
+ }
+
+ // Draw models
+ for(auto& [skeletal_mesh, instances]:
+ cg_core.vk_renderer->skeletal_models_to_draw[current_frame])
+ {
+ VkBuffer vertex_buffers[]{skeletal_mesh->vertex_buffer->buffer};
+ VkDeviceSize offsets[]{0};
+
+ vkCmdBindPipeline(
+ draw_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ this->graphic_pipeline);
+ vkCmdBindVertexBuffers(
+ draw_command_buffer, 0, 1, vertex_buffers, offsets);
+ vkCmdBindIndexBuffer(
+ draw_command_buffer, skeletal_mesh->index_buffer->buffer, 0,
+ VK_INDEX_TYPE_UINT32);
+
+ for(auto &instance: instances)
+ { // Object matrix.
+ glm::mat4 base_matrix{1.0f};
+ base_matrix = glm::translate(base_matrix, *instance->position);
+ base_matrix = glm::rotate(
+ base_matrix, instance->rotation->x, glm::vec3{1.0, 0.0, 0.0});
+ base_matrix = glm::rotate(
+ base_matrix, instance->rotation->y, glm::vec3{0.0, 1.0, 0.0});
+ base_matrix = glm::rotate(
+ base_matrix, instance->rotation->z, glm::vec3{0.0, 0.0, 1.0});
+
+ std::array<VkDescriptorSet, 3> vk_descriptor_sets{
+ this->descriptor_sets_world[image_index],
+ view->descriptor_sets_3d[image_index],
+ instance->descriptor_sets[image_index]};
+
+ vkCmdBindDescriptorSets(
+ draw_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ cg_core.vk_graphics_pipeline_3d_layout->pipeline, 0,
+ vk_descriptor_sets.size(), vk_descriptor_sets.data(), 0, nullptr);
+
+ vkCmdDrawIndexed(
+ draw_command_buffer, skeletal_mesh->index_count, 1, 0, 0, 0);
+
+ VK::ODOSkeletalModel odo_skeletal_model{};
+ instance->tick(cg_core.delta_time);
+ odo_skeletal_model.base_matrix = base_matrix;
+ std::copy(instance->bone_transforms.begin(),
+ instance->bone_transforms.end(),
+ odo_skeletal_model.bone_matrices);
+ instance->uniform_buffers[image_index].copy_data(&odo_skeletal_model);
+ }
+ }
+
+ { // Update view uniform buffers
+ VK::ODOView3D ubo_view_3d{};
+
+ // View matrix.
+ ubo_view_3d.view = glm::mat4{1.0f};
+ ubo_view_3d.view = glm::translate(
+ ubo_view_3d.view, *view->camera_position);
+ ubo_view_3d.view = glm::rotate(
+ ubo_view_3d.view, view->camera_rotation->y, glm::vec3{0.0, 1.0, 0.0});
+ ubo_view_3d.view = glm::rotate(
+ ubo_view_3d.view, view->camera_rotation->x, glm::vec3{1.0, 0.0, 0.0});
+ ubo_view_3d.view = glm::rotate(
+ ubo_view_3d.view, view->camera_rotation->z, glm::vec3{0.0, 0.0, 1.0});
+ ubo_view_3d.view = glm::inverse(ubo_view_3d.view);
+
+ // Projection matrix.
+ ubo_view_3d.proj = glm::perspective(
+ glm::radians(45.0f),
+ view->region.z / view->region.w,
+ 0.1f, 100.0f);
+
+ view->ub_3d[image_index].copy_data(&ubo_view_3d);
+ }
+
+ // TODO: Do not update this for each view. All views use the same data.
+ { // Update world uniform buffer
+ ODOWorld3D_Vert ubo_world_3d_vert{};
+ ubo_world_3d_vert.ambient_light_color = glm::vec4{0.25, 0.25, 0.25, 1.0};
+ this->ub_world_vert[image_index].copy_data(&ubo_world_3d_vert);
+
+ ODOWorld3D_Frag ubo_world_3d_frag{};
+ ubo_world_3d_frag.directional_light_direction =
+ glm::vec3{-0.57735, 0.57735, -0.57735};
+ ubo_world_3d_frag.directional_light_color = glm::vec4{0.8, 0.8, 0.8, 1.0};
+ this->ub_world_frag[image_index].copy_data(&ubo_world_3d_frag);
+ }
+}
+
+}