Use cube map (from asset pack) in hdr example
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7 changed files with 21 additions and 54 deletions
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@ -6,35 +6,35 @@ import glob
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APK_NAME = "vulkanHDR"
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SHADER_DIR = "hdr"
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ASSETS_MODELS = ["cube.obj", "sphere.obj", "teapot.dae", "torusknot.obj"]
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ASSETS_TEXTURES = ["hdr_uffizi_bc6uf.DDS", "hrd_uffizi_rgba16_float.dds"]
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ASSETS_MODELS = ["cube.obj", "sphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx"]
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ASSETS_TEXTURES = ["hdr/uffizi_cube.ktx"]
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if subprocess.call("ndk-build", shell=True) == 0:
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if subprocess.call("ndk-build", shell=True) == 0:
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print("Build successful")
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# Assets
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os.makedirs("./assets/shaders/base", exist_ok=True)
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os.makedirs("./assets/shaders/%s" % SHADER_DIR, exist_ok=True)
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os.makedirs("./assets/textures", exist_ok=True)
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os.makedirs("./assets/models", exist_ok=True)
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os.makedirs("./assets/textures/hdr", exist_ok=True)
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os.makedirs("./assets/models", exist_ok=True)
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os.makedirs("./res/drawable", exist_ok=True)
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# Shaders
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# Shaders
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# Base
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for file in glob.glob("../../data/shaders/base/*.spv"):
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shutil.copy(file, "./assets/shaders/base")
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shutil.copy(file, "./assets/shaders/base")
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# Sample
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for file in glob.glob("../../data/shaders/%s/*.spv" %SHADER_DIR):
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shutil.copy(file, "./assets/shaders/%s" % SHADER_DIR)
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shutil.copy(file, "./assets/shaders/%s" % SHADER_DIR)
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# Textures
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for file in ASSETS_TEXTURES:
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shutil.copy("../../data/textures/%s" % file, "./assets/textures")
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shutil.copy("../../data/textures/%s" % file, "./assets/textures/hdr")
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# Models
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for file in ASSETS_MODELS:
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shutil.copy("../../data/models/%s" % file, "./assets/models")
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# Icon
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shutil.copy("../../android/images/icon.png", "./res/drawable")
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shutil.copy("../../android/images/icon.png", "./res/drawable")
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if subprocess.call("ant debug -Dout.final.file=%s.apk" % APK_NAME, shell=True) == 0:
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for arg in sys.argv[1:]:
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