Added android support for parallax mapping, pipelines, push constants, radial blur, skeletal animation and tessellation examples (#97)

This commit is contained in:
saschawillems 2016-03-25 21:08:59 +01:00
parent fd18bd8084
commit 3bcc162011
42 changed files with 6241 additions and 2270 deletions

View file

@ -219,13 +219,13 @@ public:
void loadMeshes()
{
loadMesh("./../data/models/lowpoly/bearmug.x", &meshes.object, vertexLayout, 4.0f);
loadMesh(getAssetPath() + "models/lowpoly/bearmug.dae", &meshes.object, vertexLayout, 4.0f);
}
void loadTextures()
{
textureLoader->loadTexture(
"./../data/textures/bearmug.ktx",
getAssetPath() + "textures/bearmug.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
@ -433,10 +433,10 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader("./../data/shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader("./../data/shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -468,8 +468,8 @@ public:
// Pass through pipelines
// Load pass through tessellation shaders (Vert and frag are reused)
shaderStages[2] = loadShader("./../data/shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader("./../data/shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
// Solid
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
@ -596,8 +596,7 @@ public:
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -624,34 +623,52 @@ 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)
{
vulkanExample->handleEvent(event);
// TODO : Keys for tessellation level changes
}
}
#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
}