Added android support for shadow mapping (projected and omni) and texture (array and cubemap ) example (#97)

This commit is contained in:
saschawillems 2016-03-25 15:29:38 +01:00
parent c6bdca128a
commit 08fc2feecc
33 changed files with 1363 additions and 77 deletions

View file

@ -51,7 +51,7 @@ std::vector<vkMeshLoader::VertexLayout> vertexLayout =
class VulkanExample : public VulkanExampleBase
{
public:
bool displayShadowMap = true;
bool displayShadowMap = false;
bool lightPOV = false;
// Keep depth range as small as possible
@ -613,7 +613,7 @@ public:
void loadMeshes()
{
loadMesh("./../data/models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
loadMesh(getAssetPath() + "models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
}
void generateQuad()
@ -892,8 +892,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -918,15 +918,15 @@ public:
assert(!err);
// 3D scene
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
rasterizationState.cullMode = VK_CULL_MODE_NONE;
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.scene);
assert(!err);
// Offscreen pipeline
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
// Cull front faces
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
@ -1167,8 +1167,7 @@ public:
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -1189,9 +1188,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#else
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
@ -1201,21 +1198,42 @@ static void handleEvent(const xcb_generic_event_t *event)
}
#endif
#ifdef _WIN32
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#else
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#ifdef _WIN32
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#else
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
#if !defined(__ANDROID__)
delete(vulkanExample);
return 0;
}
#endif
}