def _setup_assets(self): scene = self.scene # Images helmet_f = KTXFile.open("damaged_helmet.ktx") if __debug__: helmet_f = helmet_f[ 2: 3] # Speed up load time by only keeping a low res mipmap in debug mode specular_env_f = KTXFile.open("storm/specular_cubemap.ktx") irradiance_env_f = KTXFile.open("storm/irr_cubemap.ktx") with (IMAGE_PATH / "brdf.bin").open("rb") as f: brdf_args = { "format": vk.FORMAT_R16G16_UNORM, "extent": (128, 128, 1), "default_view_type": vk.IMAGE_VIEW_TYPE_2D } brdf_f = f.read() helmet_i = Image.from_ktx(helmet_f, name="HelmetTextureMaps") brdf_i = Image.from_uncompressed(brdf_f, name="BRDF", **brdf_args) env_i = Image.from_ktx(specular_env_f, name="CubemapTexture") env_irr_i = Image.from_ktx(irradiance_env_f, name="CubemapIrradianceTexture") # Sampler brdf_s = Sampler.new() env_s = Sampler.from_params(max_lod=env_i.mipmaps_levels) helmet_s = Sampler.from_params(max_lod=helmet_i.mipmaps_levels) # Shaders n = "pbr2/pbr2" shader_map = { "POSITION": "pos", "NORMAL": "normal", "TEXCOORD_0": "uv" } shader = Shader.from_files(f"{n}.vert.spv", f"{n}.frag.spv", f"{n}.map.json", name="PBRShader") color_factor = 1.0 emissive_factor = 1.0 exposure = 1.5 gamma = 2.2 shader.uniforms.render = { "light_color": (1.0, 1.0, 1.0), "env_lod": (0, env_i.mipmaps_levels), "factors": (color_factor, emissive_factor, exposure, gamma) } shader.uniforms.brdf = CombinedImageSampler(image_id=brdf_i.id, view_name="default", sampler_id=brdf_s.id) shader.uniforms.env_specular = CombinedImageSampler( image_id=env_i.id, view_name="default", sampler_id=env_s.id) shader.uniforms.env_irradiance = CombinedImageSampler( image_id=env_irr_i.id, view_name="default", sampler_id=brdf_s.id) # Meshes helmet_m = Mesh.from_gltf(GLTFFile.open("DamagedHelmet.gltf"), "HelmetMesh", attributes_map=shader_map, name="HelmetMesh") # Objects helmet = GameObject.from_components(shader=shader.id, mesh=helmet_m.id, name="Helmet") helmet.model = Mat4().from_rotation(radians(90), (1, 0, 0)) helmet.uniforms.texture_maps = CombinedImageSampler( image_id=helmet_i.id, view_name="default", sampler_id=helmet_s.id) # Packing scene.images.extend(helmet_i, brdf_i, env_i, env_irr_i) scene.samplers.extend(helmet_s, brdf_s, env_s) scene.shaders.extend(shader) scene.meshes.extend(helmet_m) scene.objects.extend(helmet) self.objects = (helmet, ) self.shaders = (shader, )
def _setup_assets(self): scene = self.scene # Images helmet_f = KTXFile.open("damaged_helmet.ktx") helmet_f = helmet_f.slice_array(slice(2, 3)) # Only keep the normal maps helmet_f = helmet_f[1:2] # Only keep the first mipmap helmet_f.cast_single( ) # Interpret the image as a single texture (not an array) helmet_maps = Image.from_ktx(helmet_f, name="HelmetTextureMaps") # Sampler helmet_sampler = Sampler.from_params( max_lod=helmet_maps.mipmaps_levels) # Shaders shader_normals_map = { "POSITION": "pos", "NORMAL": "normal", "TANGENT": "tangent", "TEXCOORD_0": "uv" } shader2_normals_map = { "POSITION": "pos", "NORMAL": "normal", "TEXCOORD_0": "uv" } shader_normals = Shader.from_files( f"debug_normals/debug_normals.vert.spv", f"debug_normals/debug_normals.frag.spv", f"debug_normals/debug_normals.map.json", name="DebugNormals") shader2_normals = Shader.from_files( f"debug_normals2/debug_normals2.vert.spv", f"debug_normals2/debug_normals2.frag.spv", f"debug_normals2/debug_normals2.map.json", name="DebugNormalsNoTangent") shader_normals.uniforms.debug = {"debug1": (0, 1, 0, 0)} shader2_normals.uniforms.debug = {"debug1": (0, 1, 0, 0)} # Meshes helmet_m = Mesh.from_gltf(GLBFile.open("damaged_helmet.glb"), "HelmetMesh", attributes_map=shader_normals_map, name="HelmetMesh") helmet_m2 = Mesh.from_gltf(GLTFFile.open("DamagedHelmet.gltf"), "HelmetMesh", attributes_map=shader2_normals_map, name="HelmetMesh2") # Objects helmet = GameObject.from_components(shader=shader_normals.id, mesh=helmet_m.id, name="Helmet") helmet.model = Mat4.from_rotation(radians(360), (0, 1, 0)).translate(-1, 0, 0) helmet.uniforms.normal_maps = CombinedImageSampler( image_id=helmet_maps.id, view_name="default", sampler_id=helmet_sampler.id) helmet2 = GameObject.from_components(shader=shader2_normals.id, mesh=helmet_m2.id, name="Helmet") helmet2.model = Mat4().from_rotation(radians(90), (1, 0, 0)).translate(1, 0, 0) helmet2.uniforms.normal_maps = CombinedImageSampler( image_id=helmet_maps.id, view_name="default", sampler_id=helmet_sampler.id) scene.shaders.extend(shader_normals, shader2_normals) scene.meshes.extend(helmet_m, helmet_m2) scene.images.extend(helmet_maps) scene.samplers.extend(helmet_sampler) scene.objects.extend(helmet, helmet2) self.objects = ( helmet, helmet2, ) self.shaders = (shader_normals, shader2_normals)
def _setup_assets(self): scene = self.scene # Textures texture = Image.from_ktx(KTXFile.open("vulkan_logo.ktx"), name="Texture") array_texture = Image.from_ktx(KTXFile.open("array_test.ktx"), name="ArrayTexture") cubemap_texture = Image.from_ktx(KTXFile.open("storm/specular_cubemap.ktx"), name="CubemapTexture") with (IMAGE_PATH/"brdf.bin").open("rb") as f: texture_raw_data = f.read() texture_args = {"format": vk.FORMAT_R16G16_UNORM, "extent": (128, 128, 1), "default_view_type": vk.IMAGE_VIEW_TYPE_2D} raw_texture = Image.from_uncompressed(texture_raw_data, name="TextureRaw", **texture_args) # Samplers sampler = Sampler.from_params( address_mode_V=vk.SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, address_mode_U=vk.SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ) sampler_lod = Sampler.from_params( address_mode_V=vk.SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, address_mode_U=vk.SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, max_lod=cubemap_texture.mipmaps_levels ) # Shaders simple_name = "debug_texture/debug_texture" array_name = "debug_texture_array/debug_texture_array" cube_name = "debug_texture_cube/debug_texture_cube" shader_attributes_map = {"POSITION": "pos", "TEXCOORD_0": "uv"} shader_simple = Shader.from_files(f"{simple_name}.vert.spv", f"{simple_name}.frag.spv", f"{simple_name}.map.json", name="DebugTexture") shader_array = Shader.from_files(f"{array_name}.vert.spv", f"{array_name}.frag.spv", f"{array_name}.map.json", name="DebugArrayTexture") shader_cube = Shader.from_files(f"{cube_name}.vert.spv", f"{cube_name}.frag.spv", f"{cube_name}.map.json", name="DebugCubeTexture") # Meshes plane_m = Mesh.from_prefab(MeshPrefab.Plane, attributes_map=shader_attributes_map, invert_y=True, name="PlaneMesh") plane_m2 = Mesh.from_prefab(MeshPrefab.Plane, attributes_map=shader_attributes_map, name="PlaneMesh") sphere_m = Mesh.from_gltf(GLBFile.open("test_sphere.glb"), "Sphere.001", attributes_map=shader_attributes_map, name="SphereMesh") # Objects plane1 = GameObject.from_components(shader = shader_simple.id, mesh = plane_m.id, name = "ObjTexture") plane1.model = Mat4() plane1.uniforms.color_texture = CombinedImageSampler(image_id=texture.id, view_name="default", sampler_id=sampler.id) plane2 = GameObject.from_components(shader = shader_simple.id, mesh = plane_m2.id, name = "ObjRawTexture", hidden=True) plane2.model = Mat4() plane2.uniforms.color_texture = CombinedImageSampler(image_id=raw_texture.id, view_name="default", sampler_id=sampler.id) plane3 = GameObject.from_components(shader = shader_array.id, mesh = plane_m.id, name = "ObjArrayTexture", hidden=True) plane3.model = Mat4() plane3.uniforms.color_texture = CombinedImageSampler(image_id=array_texture.id, view_name="default", sampler_id=sampler.id) sphere = GameObject.from_components(shader = shader_cube.id, mesh = sphere_m.id, name = "ObjCubeTexture", hidden=True) sphere.model = Mat4.from_rotation(radians(180), (1, 0, 0)) sphere.uniforms.cube_texture = CombinedImageSampler(image_id=cubemap_texture.id, view_name="default", sampler_id=sampler_lod.id) # Add objects to scene scene.shaders.extend(shader_simple, shader_array, shader_cube) scene.samplers.extend(sampler, sampler_lod) scene.images.extend(texture, array_texture, raw_texture, cubemap_texture) scene.meshes.extend(plane_m, plane_m2, sphere_m) scene.objects.extend(plane1, plane2, plane3, sphere) self.cubemap_max_mipmap = cubemap_texture.mipmaps_levels self.visible_index = 0 self.objects.extend((plane1, plane2, plane3, sphere))