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gltfloading.cpp

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  • gltfloading.cpp 29.85 KiB
    /*
    * Vulkan Example - glTF scene loading and rendering
    *
    * Copyright (C) 2020-2021 by Sascha Willems - www.saschawillems.de
    *
    * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
    */
    
    /*
     * Shows how to load and display a simple scene from a glTF file
     * Note that this isn't a complete glTF loader and only basic functions are shown here
     * This means no complex materials, no animations, no skins, etc.
     * For details on how glTF 2.0 works, see the official spec at https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
     *
     * Other samples will load models using a dedicated model loader with more features (see base/VulkanglTFModel.hpp)
     *
     * If you are looking for a complete glTF implementation, check out https://github.com/SaschaWillems/Vulkan-glTF-PBR/
     */
    
    #define TINYGLTF_IMPLEMENTATION
    #define STB_IMAGE_IMPLEMENTATION
    #define TINYGLTF_NO_STB_IMAGE_WRITE
    #ifdef VK_USE_PLATFORM_ANDROID_KHR
    #define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
    #endif
    #include "tiny_gltf.h"
    
    #include "vulkanexamplebase.h"
    
    #define ENABLE_VALIDATION false
    
    // Contains everything required to render a glTF model in Vulkan
    // This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
    class VulkanglTFModel
    {
    public:
    	// The class requires some Vulkan objects so it can create it's own resources
    	vks::VulkanDevice* vulkanDevice;
    	VkQueue copyQueue;
    
    	// The vertex layout for the samples' model
    	struct Vertex {
    		glm::vec3 pos;
    		glm::vec3 normal;
    		glm::vec2 uv;
    		glm::vec3 color;
    	};
    
    	// Single vertex buffer for all primitives
    	struct {
    		VkBuffer buffer;
    		VkDeviceMemory memory;
    	} vertices;
    
    	// Single index buffer for all primitives
    	struct {
    		int count;
    		VkBuffer buffer;
    		VkDeviceMemory memory;
    	} indices;
    
    	// The following structures roughly represent the glTF scene structure
    	// To keep things simple, they only contain those properties that are required for this sample
    	struct Node;
    
    	// A primitive contains the data for a single draw call
    	struct Primitive {
    		uint32_t firstIndex;
    		uint32_t indexCount;
    		int32_t materialIndex;
    	};
    
    	// Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives
    	struct Mesh {
    		std::vector<Primitive> primitives;
    	};
    
    	// A node represents an object in the glTF scene graph
    	struct Node {
    		Node* parent;
    		std::vector<Node> children;
    		Mesh mesh;
    		glm::mat4 matrix;
    	};
    
    	// A glTF material stores information in e.g. the texture that is attached to it and colors
    	struct Material {
    		glm::vec4 baseColorFactor = glm::vec4(1.0f);
    		uint32_t baseColorTextureIndex;
    	};
    
    	// Contains the texture for a single glTF image
    	// Images may be reused by texture objects and are as such separated
    	struct Image {
    		vks::Texture2D texture;
    		// We also store (and create) a descriptor set that's used to access this texture from the fragment shader
    		VkDescriptorSet descriptorSet;
    	};
    
    	// A glTF texture stores a reference to the image and a sampler
    	// In this sample, we are only interested in the image
    	struct Texture {
    		int32_t imageIndex;
    	};
    
    	/*
    		Model data
    	*/
    	std::vector<Image> images;
    	std::vector<Texture> textures;
    	std::vector<Material> materials;
    	std::vector<Node> nodes;
    
    	~VulkanglTFModel()
    	{
    		// Release all Vulkan resources allocated for the model
    		vkDestroyBuffer(vulkanDevice->logicalDevice, vertices.buffer, nullptr);
    		vkFreeMemory(vulkanDevice->logicalDevice, vertices.memory, nullptr);
    		vkDestroyBuffer(vulkanDevice->logicalDevice, indices.buffer, nullptr);
    		vkFreeMemory(vulkanDevice->logicalDevice, indices.memory, nullptr);
    		for (Image image : images) {
    			vkDestroyImageView(vulkanDevice->logicalDevice, image.texture.view, nullptr);
    			vkDestroyImage(vulkanDevice->logicalDevice, image.texture.image, nullptr);
    			vkDestroySampler(vulkanDevice->logicalDevice, image.texture.sampler, nullptr);
    			vkFreeMemory(vulkanDevice->logicalDevice, image.texture.deviceMemory, nullptr);
    		}
    	}
    
    	/*
    		glTF loading functions
    
    		The following functions take a glTF input model loaded via tinyglTF and convert all required data into our own structure
    	*/
    
    	void loadImages(tinygltf::Model& input)
    	{
    		// Images can be stored inside the glTF (which is the case for the sample model), so instead of directly
    		// loading them from disk, we fetch them from the glTF loader and upload the buffers
    		images.resize(input.images.size());
    		for (size_t i = 0; i < input.images.size(); i++) {
    			tinygltf::Image& glTFImage = input.images[i];
    			// Get the image data from the glTF loader
    			unsigned char* buffer = nullptr;
    			VkDeviceSize bufferSize = 0;
    			bool deleteBuffer = false;
    			// We convert RGB-only images to RGBA, as most devices don't support RGB-formats in Vulkan
    			if (glTFImage.component == 3) {
    				bufferSize = glTFImage.width * glTFImage.height * 4;
    				buffer = new unsigned char[bufferSize];
    				unsigned char* rgba = buffer;
    				unsigned char* rgb = &glTFImage.image[0];
    				for (size_t i = 0; i < glTFImage.width * glTFImage.height; ++i) {
    					memcpy(rgba, rgb, sizeof(unsigned char) * 3);
    					rgba += 4;
    					rgb += 3;
    				}
    				deleteBuffer = true;
    			}
    			else {
    				buffer = &glTFImage.image[0];
    				bufferSize = glTFImage.image.size();
    			}
    			// Load texture from image buffer
    			images[i].texture.fromBuffer(buffer, bufferSize, VK_FORMAT_R8G8B8A8_UNORM, glTFImage.width, glTFImage.height, vulkanDevice, copyQueue);
    			if (deleteBuffer) {
    				delete[] buffer;
    			}
    		}
    	}
    
    	void loadTextures(tinygltf::Model& input)
    	{
    		textures.resize(input.textures.size());
    		for (size_t i = 0; i < input.textures.size(); i++) {
    			textures[i].imageIndex = input.textures[i].source;
    		}
    	}
    
    	void loadMaterials(tinygltf::Model& input)
    	{
    		materials.resize(input.materials.size());
    		for (size_t i = 0; i < input.materials.size(); i++) {
    			// We only read the most basic properties required for our sample
    			tinygltf::Material glTFMaterial = input.materials[i];
    			// Get the base color factor
    			if (glTFMaterial.values.find("baseColorFactor") != glTFMaterial.values.end()) {
    				materials[i].baseColorFactor = glm::make_vec4(glTFMaterial.values["baseColorFactor"].ColorFactor().data());
    			}
    			// Get base color texture index
    			if (glTFMaterial.values.find("baseColorTexture") != glTFMaterial.values.end()) {
    				materials[i].baseColorTextureIndex = glTFMaterial.values["baseColorTexture"].TextureIndex();
    			}
    		}
    	}
    
    	void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, std::vector<uint32_t>& indexBuffer, std::vector<VulkanglTFModel::Vertex>& vertexBuffer)
    	{
    		VulkanglTFModel::Node node{};
    		node.matrix = glm::mat4(1.0f);
    
    		// Get the local node matrix
    		// It's either made up from translation, rotation, scale or a 4x4 matrix
    		if (inputNode.translation.size() == 3) {
    			node.matrix = glm::translate(node.matrix, glm::vec3(glm::make_vec3(inputNode.translation.data())));
    		}
    		if (inputNode.rotation.size() == 4) {
    			glm::quat q = glm::make_quat(inputNode.rotation.data());
    			node.matrix *= glm::mat4(q);
    		}
    		if (inputNode.scale.size() == 3) {
    			node.matrix = glm::scale(node.matrix, glm::vec3(glm::make_vec3(inputNode.scale.data())));
    		}
    		if (inputNode.matrix.size() == 16) {
    			node.matrix = glm::make_mat4x4(inputNode.matrix.data());
    		};
    
    		// Load node's children
    		if (inputNode.children.size() > 0) {
    			for (size_t i = 0; i < inputNode.children.size(); i++) {
    				loadNode(input.nodes[inputNode.children[i]], input , &node, indexBuffer, vertexBuffer);
    			}
    		}
    
    		// If the node contains mesh data, we load vertices and indices from the buffers
    		// In glTF this is done via accessors and buffer views
    		if (inputNode.mesh > -1) {
    			const tinygltf::Mesh mesh = input.meshes[inputNode.mesh];
    			// Iterate through all primitives of this node's mesh
    			for (size_t i = 0; i < mesh.primitives.size(); i++) {
    				const tinygltf::Primitive& glTFPrimitive = mesh.primitives[i];
    				uint32_t firstIndex = static_cast<uint32_t>(indexBuffer.size());
    				uint32_t vertexStart = static_cast<uint32_t>(vertexBuffer.size());
    				uint32_t indexCount = 0;
    				// Vertices
    				{
    					const float* positionBuffer = nullptr;
    					const float* normalsBuffer = nullptr;
    					const float* texCoordsBuffer = nullptr;
    					size_t vertexCount = 0;
    
    					// Get buffer data for vertex normals
    					if (glTFPrimitive.attributes.find("POSITION") != glTFPrimitive.attributes.end()) {
    						const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("POSITION")->second];
    						const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
    						positionBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
    						vertexCount = accessor.count;
    					}
    					// Get buffer data for vertex normals
    					if (glTFPrimitive.attributes.find("NORMAL") != glTFPrimitive.attributes.end()) {
    						const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("NORMAL")->second];
    						const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
    						normalsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
    					}
    					// Get buffer data for vertex texture coordinates
    					// glTF supports multiple sets, we only load the first one
    					if (glTFPrimitive.attributes.find("TEXCOORD_0") != glTFPrimitive.attributes.end()) {
    						const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.attributes.find("TEXCOORD_0")->second];
    						const tinygltf::BufferView& view = input.bufferViews[accessor.bufferView];
    						texCoordsBuffer = reinterpret_cast<const float*>(&(input.buffers[view.buffer].data[accessor.byteOffset + view.byteOffset]));
    					}
    
    					// Append data to model's vertex buffer
    					for (size_t v = 0; v < vertexCount; v++) {
    						Vertex vert{};
    						vert.pos = glm::vec4(glm::make_vec3(&positionBuffer[v * 3]), 1.0f);
    						vert.normal = glm::normalize(glm::vec3(normalsBuffer ? glm::make_vec3(&normalsBuffer[v * 3]) : glm::vec3(0.0f)));
    						vert.uv = texCoordsBuffer ? glm::make_vec2(&texCoordsBuffer[v * 2]) : glm::vec3(0.0f);
    						vert.color = glm::vec3(1.0f);
    						vertexBuffer.push_back(vert);
    					}
    				}
    				// Indices
    				{
    					const tinygltf::Accessor& accessor = input.accessors[glTFPrimitive.indices];
    					const tinygltf::BufferView& bufferView = input.bufferViews[accessor.bufferView];
    					const tinygltf::Buffer& buffer = input.buffers[bufferView.buffer];
    
    					indexCount += static_cast<uint32_t>(accessor.count);
    
    					// glTF supports different component types of indices
    					switch (accessor.componentType) {
    					case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: {
    						const uint32_t* buf = reinterpret_cast<const uint32_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
    						for (size_t index = 0; index < accessor.count; index++) {
    							indexBuffer.push_back(buf[index] + vertexStart);
    						}
    						break;
    					}
    					case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: {
    						const uint16_t* buf = reinterpret_cast<const uint16_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
    						for (size_t index = 0; index < accessor.count; index++) {
    							indexBuffer.push_back(buf[index] + vertexStart);
    						}
    						break;
    					}
    					case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: {
    						const uint8_t* buf = reinterpret_cast<const uint8_t*>(&buffer.data[accessor.byteOffset + bufferView.byteOffset]);
    						for (size_t index = 0; index < accessor.count; index++) {
    							indexBuffer.push_back(buf[index] + vertexStart);
    						}
    						break;
    					}
    					default:
    						std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
    						return;
    					}
    				}
    				Primitive primitive{};
    				primitive.firstIndex = firstIndex;
    				primitive.indexCount = indexCount;
    				primitive.materialIndex = glTFPrimitive.material;
    				node.mesh.primitives.push_back(primitive);
    			}
    		}
    
    		if (parent) {
    			parent->children.push_back(node);
    		}
    		else {
    			nodes.push_back(node);
    		}
    	}
    
    	/*
    		glTF rendering functions
    	*/
    
    	// Draw a single node including child nodes (if present)
    	void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node)
    	{
    		if (node.mesh.primitives.size() > 0) {
    			// Pass the node's matrix via push constants
    			// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
    			glm::mat4 nodeMatrix = node.matrix;
    			VulkanglTFModel::Node* currentParent = node.parent;
    			while (currentParent) {
    				nodeMatrix = currentParent->matrix * nodeMatrix;
    				currentParent = currentParent->parent;
    			}
    			// Pass the final matrix to the vertex shader using push constants
    			vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &nodeMatrix);
    			for (VulkanglTFModel::Primitive& primitive : node.mesh.primitives) {
    				if (primitive.indexCount > 0) {
    					// Get the texture index for this primitive
    					VulkanglTFModel::Texture texture = textures[materials[primitive.materialIndex].baseColorTextureIndex];
    					// Bind the descriptor for the current primitive's texture
    					vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &images[texture.imageIndex].descriptorSet, 0, nullptr);
    					vkCmdDrawIndexed(commandBuffer, primitive.indexCount, 1, primitive.firstIndex, 0, 0);
    				}
    			}
    		}
    		for (auto& child : node.children) {
    			drawNode(commandBuffer, pipelineLayout, child);
    		}
    	}
    
    	// Draw the glTF scene starting at the top-level-nodes
    	void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout)
    	{
    		// All vertices and indices are stored in single buffers, so we only need to bind once
    		VkDeviceSize offsets[1] = { 0 };
    		vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertices.buffer, offsets);
    		vkCmdBindIndexBuffer(commandBuffer, indices.buffer, 0, VK_INDEX_TYPE_UINT32);
    		// Render all nodes at top-level
    		for (auto& node : nodes) {
    			drawNode(commandBuffer, pipelineLayout, node);
    		}
    	}
    
    };
    
    class VulkanExample : public VulkanExampleBase
    {
    public:
    	bool wireframe = false;
    
    	VulkanglTFModel glTFModel;
    
    	struct ShaderData {
    		vks::Buffer buffer;
    		struct Values {
    			glm::mat4 projection;
    			glm::mat4 model;
    			glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, -5.0f, 1.0f);
    		} values;
    	} shaderData;
    
    	struct Pipelines {
    		VkPipeline solid;
    		VkPipeline wireframe = VK_NULL_HANDLE;
    	} pipelines;
    
    	VkPipelineLayout pipelineLayout;
    	VkDescriptorSet descriptorSet;
    
    	struct DescriptorSetLayouts {
    		VkDescriptorSetLayout matrices;
    		VkDescriptorSetLayout textures;
    	} descriptorSetLayouts;
    
    	VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
    	{
    		title = "glTF model rendering";
    		camera.type = Camera::CameraType::lookat;
    		camera.flipY = true;
    		camera.setPosition(glm::vec3(0.0f, -0.1f, -1.0f));
    		camera.setRotation(glm::vec3(0.0f, -135.0f, 0.0f));
    		camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
    	}
    
    	~VulkanExample()
    	{
    		// Clean up used Vulkan resources
    		// Note : Inherited destructor cleans up resources stored in base class
    		vkDestroyPipeline(device, pipelines.solid, nullptr);
    		if (pipelines.wireframe != VK_NULL_HANDLE) {
    			vkDestroyPipeline(device, pipelines.wireframe, nullptr);
    		}
    
    		vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
    		vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.matrices, nullptr);
    		vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.textures, nullptr);
    
    		shaderData.buffer.destroy();
    	}
    
    	virtual void getEnabledFeatures()
    	{
    		// Fill mode non solid is required for wireframe display
    		if (deviceFeatures.fillModeNonSolid) {
    			enabledFeatures.fillModeNonSolid = VK_TRUE;
    		};
    	}
    
    	void buildCommandBuffers()
    	{
    		VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
    
    		VkClearValue clearValues[2];
    		clearValues[0].color = defaultClearColor;
    		clearValues[0].color = { { 0.25f, 0.25f, 0.25f, 1.0f } };;
    		clearValues[1].depthStencil = { 1.0f, 0 };
    
    		VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
    		renderPassBeginInfo.renderPass = renderPass;
    		renderPassBeginInfo.renderArea.offset.x = 0;
    		renderPassBeginInfo.renderArea.offset.y = 0;
    		renderPassBeginInfo.renderArea.extent.width = width;
    		renderPassBeginInfo.renderArea.extent.height = height;
    		renderPassBeginInfo.clearValueCount = 2;
    		renderPassBeginInfo.pClearValues = clearValues;
    
    		const VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
    		const VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
    
    		for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
    		{
    			renderPassBeginInfo.framebuffer = frameBuffers[i];
    			VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
    			vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
    			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
    			vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
    			// Bind scene matrices descriptor to set 0
    			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
    			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.solid);
    			glTFModel.draw(drawCmdBuffers[i], pipelineLayout);
    			drawUI(drawCmdBuffers[i]);
    			vkCmdEndRenderPass(drawCmdBuffers[i]);
    			VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
    		}
    	}
    
    	void loadglTFFile(std::string filename)
    	{
    		tinygltf::Model glTFInput;
    		tinygltf::TinyGLTF gltfContext;
    		std::string error, warning;
    
    		this->device = device;
    
    #if defined(__ANDROID__)
    		// On Android all assets are packed with the apk in a compressed form, so we need to open them using the asset manager
    		// We let tinygltf handle this, by passing the asset manager of our app
    		tinygltf::asset_manager = androidApp->activity->assetManager;
    #endif
    		bool fileLoaded = gltfContext.LoadASCIIFromFile(&glTFInput, &error, &warning, filename);
    
    		// Pass some Vulkan resources required for setup and rendering to the glTF model loading class
    		glTFModel.vulkanDevice = vulkanDevice;
    		glTFModel.copyQueue = queue;
    
    		std::vector<uint32_t> indexBuffer;
    		std::vector<VulkanglTFModel::Vertex> vertexBuffer;
    
    		if (fileLoaded) {
    			glTFModel.loadImages(glTFInput);
    			glTFModel.loadMaterials(glTFInput);
    			glTFModel.loadTextures(glTFInput);
    			const tinygltf::Scene& scene = glTFInput.scenes[0];
    			for (size_t i = 0; i < scene.nodes.size(); i++) {
    				const tinygltf::Node node = glTFInput.nodes[scene.nodes[i]];
    				glTFModel.loadNode(node, glTFInput, nullptr, indexBuffer, vertexBuffer);
    			}
    		}
    		else {
    			vks::tools::exitFatal("Could not open the glTF file.\n\nThe file is part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
    			return;
    		}
    
    		// Create and upload vertex and index buffer
    		// We will be using one single vertex buffer and one single index buffer for the whole glTF scene
    		// Primitives (of the glTF model) will then index into these using index offsets
    
    		size_t vertexBufferSize = vertexBuffer.size() * sizeof(VulkanglTFModel::Vertex);
    		size_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
    		glTFModel.indices.count = static_cast<uint32_t>(indexBuffer.size());
    
    		struct StagingBuffer {
    			VkBuffer buffer;
    			VkDeviceMemory memory;
    		} vertexStaging, indexStaging;
    
    		// Create host visible staging buffers (source)
    		VK_CHECK_RESULT(vulkanDevice->createBuffer(
    			VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
    			VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
    			vertexBufferSize,
    			&vertexStaging.buffer,
    			&vertexStaging.memory,
    			vertexBuffer.data()));
    		// Index data
    		VK_CHECK_RESULT(vulkanDevice->createBuffer(
    			VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
    			VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
    			indexBufferSize,
    			&indexStaging.buffer,
    			&indexStaging.memory,
    			indexBuffer.data()));
    
    		// Create device local buffers (target)
    		VK_CHECK_RESULT(vulkanDevice->createBuffer(
    			VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
    			VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
    			vertexBufferSize,
    			&glTFModel.vertices.buffer,
    			&glTFModel.vertices.memory));
    		VK_CHECK_RESULT(vulkanDevice->createBuffer(
    			VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
    			VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
    			indexBufferSize,
    			&glTFModel.indices.buffer,
    			&glTFModel.indices.memory));
    
    		// Copy data from staging buffers (host) do device local buffer (gpu)
    		VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
    		VkBufferCopy copyRegion = {};
    
    		copyRegion.size = vertexBufferSize;
    		vkCmdCopyBuffer(
    			copyCmd,
    			vertexStaging.buffer,
    			glTFModel.vertices.buffer,
    			1,
    			&copyRegion);
    
    		copyRegion.size = indexBufferSize;
    		vkCmdCopyBuffer(
    			copyCmd,
    			indexStaging.buffer,
    			glTFModel.indices.buffer,
    			1,
    			&copyRegion);
    
    		vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
    
    		// Free staging resources
    		vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
    		vkFreeMemory(device, vertexStaging.memory, nullptr);
    		vkDestroyBuffer(device, indexStaging.buffer, nullptr);
    		vkFreeMemory(device, indexStaging.memory, nullptr);
    	}
    
    	void loadAssets()
    	{
    		loadglTFFile(getAssetPath() + "models/FlightHelmet/glTF/FlightHelmet.gltf");
    	}
    
    	void setupDescriptors()
    	{
    		/*
    			This sample uses separate descriptor sets (and layouts) for the matrices and materials (textures)
    		*/
    
    		std::vector<VkDescriptorPoolSize> poolSizes = {
    			vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
    			// One combined image sampler per model image/texture
    			vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(glTFModel.images.size())),
    		};
    		// One set for matrices and one per model image/texture
    		const uint32_t maxSetCount = static_cast<uint32_t>(glTFModel.images.size()) + 1;
    		VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, maxSetCount);
    		VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
    
    		// Descriptor set layout for passing matrices
    		VkDescriptorSetLayoutBinding setLayoutBinding = vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0);
    		VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(&setLayoutBinding, 1);
    		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayouts.matrices));
    		// Descriptor set layout for passing material textures
    		setLayoutBinding = vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0);
    		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayouts.textures));
    		// Pipeline layout using both descriptor sets (set 0 = matrices, set 1 = material)
    		std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayouts.matrices, descriptorSetLayouts.textures };
    		VkPipelineLayoutCreateInfo pipelineLayoutCI= vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
    		// We will use push constants to push the local matrices of a primitive to the vertex shader
    		VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
    		// Push constant ranges are part of the pipeline layout
    		pipelineLayoutCI.pushConstantRangeCount = 1;
    		pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
    		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
    
    		// Descriptor set for scene matrices
    		VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.matrices, 1);
    		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
    		VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &shaderData.buffer.descriptor);
    		vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
    		// Descriptor sets for materials
    		for (auto& image : glTFModel.images) {
    			const VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.textures, 1);
    			VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &image.descriptorSet));
    			VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(image.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &image.texture.descriptor);
    			vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
    		}
    	}
    
    	void preparePipelines()
    	{
    		VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
    		VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
    		VkPipelineColorBlendAttachmentState blendAttachmentStateCI = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
    		VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentStateCI);
    		VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
    		VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
    		VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
    		const std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
    		VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
    		// Vertex input bindings and attributes
    		const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
    			vks::initializers::vertexInputBindingDescription(0, sizeof(VulkanglTFModel::Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
    		};
    		const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
    			vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, pos)),	// Location 0: Position
    			vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, normal)),// Location 1: Normal
    			vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, uv)),	// Location 2: Texture coordinates
    			vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VulkanglTFModel::Vertex, color)),	// Location 3: Color
    		};
    		VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
    		vertexInputStateCI.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
    		vertexInputStateCI.pVertexBindingDescriptions = vertexInputBindings.data();
    		vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
    		vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
    
    		const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
    			loadShader(getShadersPath() + "gltfloading/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
    			loadShader(getShadersPath() + "gltfloading/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
    		};
    
    		VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
    		pipelineCI.pVertexInputState = &vertexInputStateCI;
    		pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
    		pipelineCI.pRasterizationState = &rasterizationStateCI;
    		pipelineCI.pColorBlendState = &colorBlendStateCI;
    		pipelineCI.pMultisampleState = &multisampleStateCI;
    		pipelineCI.pViewportState = &viewportStateCI;
    		pipelineCI.pDepthStencilState = &depthStencilStateCI;
    		pipelineCI.pDynamicState = &dynamicStateCI;
    		pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
    		pipelineCI.pStages = shaderStages.data();
    
    		// Solid rendering pipeline
    		VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
    
    		// Wire frame rendering pipeline
    		if (deviceFeatures.fillModeNonSolid) {
    			rasterizationStateCI.polygonMode = VK_POLYGON_MODE_LINE;
    			rasterizationStateCI.lineWidth = 1.0f;
    			VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe));
    		}
    	}
    
    	// Prepare and initialize uniform buffer containing shader uniforms
    	void prepareUniformBuffers()
    	{
    		// Vertex shader uniform buffer block
    		VK_CHECK_RESULT(vulkanDevice->createBuffer(
    			VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
    			VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
    			&shaderData.buffer,
    			sizeof(shaderData.values)));
    
    		// Map persistent
    		VK_CHECK_RESULT(shaderData.buffer.map());
    
    		updateUniformBuffers();
    	}
    
    	void updateUniformBuffers()
    	{
    		shaderData.values.projection = camera.matrices.perspective;
    		shaderData.values.model = camera.matrices.view;
    		memcpy(shaderData.buffer.mapped, &shaderData.values, sizeof(shaderData.values));
    	}
    
    	void prepare()
    	{
    		VulkanExampleBase::prepare();
    		loadAssets();
    		prepareUniformBuffers();
    		setupDescriptors();
    		preparePipelines();
    		buildCommandBuffers();
    		prepared = true;
    	}
    
    	virtual void render()
    	{
    		renderFrame();
    		if (camera.updated) {
    			updateUniformBuffers();
    		}
    	}
    
    	virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
    	{
    		if (overlay->header("Settings")) {
    			if (overlay->checkBox("Wireframe", &wireframe)) {
    				buildCommandBuffers();
    			}
    		}
    	}
    };
    
    VULKAN_EXAMPLE_MAIN()