Android support for texture example (#97)

This commit is contained in:
saschawillems 2016-03-21 22:41:27 +01:00
parent 3ce7c0a96a
commit 786e43384d
2 changed files with 52 additions and 28 deletions

View file

@ -173,14 +173,30 @@ public:
1, &imageMemoryBarrier);
}
void loadTexture(const char* fileName, VkFormat format, bool forceLinearTiling)
void loadTexture(std::string fileName, VkFormat format, bool forceLinearTiling)
{
#if defined(__ANDROID__)
// Textures are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName.c_str(), AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
void *textureData = malloc(size);
AAsset_read(asset, textureData, size);
AAsset_close(asset);
gli::texture2D tex2D(gli::load((const char*)textureData, size));
#else
gli::texture2D tex2D(gli::load(fileName));
#endif
assert(!tex2D.empty());
VkFormatProperties formatProperties;
VkResult err;
gli::texture2D tex2D(gli::load(fileName));
assert(!tex2D.empty());
texture.width = tex2D[0].dimensions().x;
texture.height = tex2D[0].dimensions().y;
texture.mipLevels = tex2D.levels();
@ -772,8 +788,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -838,7 +854,7 @@ public:
setupVertexDescriptions();
prepareUniformBuffers();
loadTexture(
"./../data/textures/igor_and_pal_bc3.ktx",
getAssetPath() + "textures/igor_and_pal_bc3.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
false);
setupDescriptorSetLayout();
@ -880,8 +896,7 @@ public:
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -902,9 +917,7 @@ 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)
@ -914,21 +927,42 @@ 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
}