Android adjustments
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4a281dd88d
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3d4d852b8a
1 changed files with 15 additions and 2 deletions
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@ -26,11 +26,20 @@
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#define ENABLE_VALIDATION false
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// Shadowmap properties
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#if defined(__ANDROID__)
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#define SHADOWMAP_DIM 1024
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#else
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#define SHADOWMAP_DIM 2048
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#endif
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// 16 bits of depth is enough for such a small scene
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#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT
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#if defined(__ANDROID__)
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// Use max. screen dimension as deferred framebuffer size
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#define FB_DIM std::max(width,height)
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#else
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#define FB_DIM 2048
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#endif
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// Must match the LIGHT_COUNT define in the shadow and deferred shaders
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#define LIGHT_COUNT 3
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@ -174,8 +183,12 @@ public:
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enableTextOverlay = true;
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title = "Vulkan Example - Deferred shading with shadows (2016 by Sascha Willems)";
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camera.type = Camera::CameraType::firstperson;
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#if defined(__ANDROID__)
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camera.movementSpeed = 2.5f;
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#else
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camera.movementSpeed = 5.0f;
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camera.rotationSpeed = 0.25f;
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#endif
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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@ -1201,7 +1214,7 @@ public:
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updateTextOverlay();
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break;
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case 0x71:
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case GAMEPAD_BUTTON_B:
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case GAMEPAD_BUTTON_X:
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toggleShadows();
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updateTextOverlay();
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break;
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@ -1212,7 +1225,7 @@ public:
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{
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#if defined(__ANDROID__)
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textOverlay->addText("Press \"Button A\" to toggle debug view", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("Press \"Button A\" to toggle shadows", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("Press \"Button X\" to toggle shadows", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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#else
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textOverlay->addText("Press \"F1\" to toggle debug view", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("Press \"F2\" to toggle shadows", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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