Added android support for parallax mapping, pipelines, push constants, radial blur, skeletal animation and tessellation examples (#97)
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fd18bd8084
commit
3bcc162011
42 changed files with 6241 additions and 2270 deletions
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@ -219,13 +219,13 @@ public:
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void loadMeshes()
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{
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loadMesh("./../data/models/lowpoly/bearmug.x", &meshes.object, vertexLayout, 4.0f);
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loadMesh(getAssetPath() + "models/lowpoly/bearmug.dae", &meshes.object, vertexLayout, 4.0f);
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}
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void loadTextures()
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{
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textureLoader->loadTexture(
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"./../data/textures/bearmug.ktx",
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getAssetPath() + "textures/bearmug.ktx",
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VK_FORMAT_BC3_UNORM_BLOCK,
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&textures.colorMap);
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}
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@ -433,10 +433,10 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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shaderStages[0] = loadShader("./../data/shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader("./../data/shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader("./../data/shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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@ -468,8 +468,8 @@ public:
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// Pass through pipelines
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// Load pass through tessellation shaders (Vert and frag are reused)
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shaderStages[2] = loadShader("./../data/shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader("./../data/shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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// Solid
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rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
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@ -596,8 +596,7 @@ 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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@ -624,34 +623,52 @@ 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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{
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vulkanExample->handleEvent(event);
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// TODO : Keys for tessellation level changes
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}
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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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