Added android support for shadow mapping (projected and omni) and texture (array and cubemap ) example (#97)
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c6bdca128a
commit
08fc2feecc
33 changed files with 1363 additions and 77 deletions
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@ -110,12 +110,25 @@ public:
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delete[] uboVS.instance;
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}
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void loadTextureArray(const char* filename, VkFormat format)
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void loadTextureArray(std::string filename, VkFormat format)
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{
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VkFormatProperties formatProperties;
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VkResult err;
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#if defined(__ANDROID__)
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// Textures are stored inside the apk on Android (compressed)
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// So they need to be loaded via the asset manager
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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void *textureData = malloc(size);
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AAsset_read(asset, textureData, size);
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AAsset_close(asset);
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gli::texture2DArray tex2DArray(gli::load((const char*)textureData, size));
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#else
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gli::texture2DArray tex2DArray(gli::load(filename));
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#endif
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assert(!tex2DArray.empty());
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textureArray.width = tex2DArray.dimensions().x;
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@ -123,6 +136,7 @@ public:
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layerCount = tex2DArray.layers();
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// Get device properites for the requested texture format
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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@ -155,7 +169,7 @@ public:
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cmdPool,
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VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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1);
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err = vkAllocateCommandBuffers(device, &cmdBufAlllocatInfo, &cmdBuffer);
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VkResult err = vkAllocateCommandBuffers(device, &cmdBufAlllocatInfo, &cmdBuffer);
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assert(!err);
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VkCommandBufferBeginInfo cmdBufInfo =
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@ -332,7 +346,9 @@ public:
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void loadTextures()
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{
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loadTextureArray("./../data/textures/texturearray_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK);
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loadTextureArray(
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getAssetPath() + "textures/texturearray_bc3.ktx",
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VK_FORMAT_BC3_UNORM_BLOCK);
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}
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void buildCommandBuffers()
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@ -629,8 +645,8 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader("./../data/shaders/texturearray/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/texturearray/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/texturearray/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/texturearray/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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@ -747,8 +763,7 @@ public:
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VulkanExample *vulkanExample;
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#ifdef _WIN32
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#if defined(_WIN32)
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LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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if (vulkanExample != NULL)
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@ -757,9 +772,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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}
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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}
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#else
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#elif defined(__linux__) && !defined(__ANDROID__)
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static void handleEvent(const xcb_generic_event_t *event)
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{
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if (vulkanExample != NULL)
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@ -769,21 +782,42 @@ static void handleEvent(const xcb_generic_event_t *event)
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}
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#endif
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#ifdef _WIN32
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// Main entry point
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#if defined(_WIN32)
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// Windows entry point
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
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#else
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#elif defined(__ANDROID__)
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// Android entry point
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void android_main(android_app* state)
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#elif defined(__linux__)
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// Linux entry point
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int main(const int argc, const char *argv[])
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#endif
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{
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#if defined(__ANDROID__)
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// Removing this may cause the compiler to omit the main entry point
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// which would make the application crash at start
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app_dummy();
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#endif
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vulkanExample = new VulkanExample();
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#ifdef _WIN32
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#if defined(_WIN32)
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vulkanExample->setupWindow(hInstance, WndProc);
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#else
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#elif defined(__ANDROID__)
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// Attach vulkan example to global android application state
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state->userData = vulkanExample;
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state->onAppCmd = VulkanExample::handleAppCommand;
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state->onInputEvent = VulkanExample::handleAppInput;
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vulkanExample->androidApp = state;
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#elif defined(__linux__)
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vulkanExample->setupWindow();
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#endif
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#if !defined(__ANDROID__)
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vulkanExample->initSwapchain();
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vulkanExample->prepare();
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#endif
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vulkanExample->renderLoop();
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#if !defined(__ANDROID__)
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delete(vulkanExample);
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return 0;
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}
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#endif
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}
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