Android support for mesh example, some fixes for other android projects (#97)

This commit is contained in:
saschawillems 2016-03-22 22:28:08 +01:00
parent 01c12ef327
commit 8ef51855eb
30 changed files with 175 additions and 13275 deletions

1
android/build-mesh.bat Normal file
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_build mesh %1

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_build texture
_build texture %1

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_build triangle
_build triangle %1

10
android/mesh/.gitignore vendored Normal file
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/assets/
/res/
/bin/
/libs/
/obj/
/build.xml
/local.properties
/project.properties
/proguard-project.txt
*.apk

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.saschawillems.vulkanMesh"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="19" />
<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
<uses-feature android:name="android.software.leanback" android:required="false"/>
<application android:label="vulkanMesh" android:icon="@drawable/icon" android:hasCode="false">
<activity android:name="android.app.NativeActivity"
android:label="Vulkan Mesh"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:launchMode="singleTask"
android:configChanges="orientation|screenSize|keyboardHidden">
<meta-data android:name="android.app.lib_name" android:value="vulkanMesh" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

22
android/mesh/build.bat Normal file
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cd jni
call ndk-build
if %ERRORLEVEL% EQU 0 (
echo ndk-build has failed, build cancelled
cd..
mkdir "assets\shaders\mesh"
xcopy "..\..\data\shaders\mesh\mesh.vert.spv" "assets\shaders\mesh" /Y
xcopy "..\..\data\shaders\mesh\mesh.frag.spv" "assets\shaders\mesh" /Y
mkdir "assets\models\voyager"
xcopy "..\..\data\models\voyager\voyager.ktx" "assets\models\voyager" /Y
xcopy "..\..\data\models\voyager\voyager.obj" "assets\models\voyager" /Y
mkdir "res\drawable"
xcopy "..\..\android\images\icon.png" "res\drawable" /Y
call ant debug -Dout.final.file=vulkanMesh.apk
) ELSE (
echo error : ndk-build failed with errors!
cd..
)

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LOCAL_PATH := $(call my-dir)/../../mesh
# assimp
include $(CLEAR_VARS)
LOCAL_MODULE := assimp
LOCAL_SRC_FILES := $(LOCAL_PATH)/../../libs/assimp/$(TARGET_ARCH_ABI)/libassimp.a
include $(PREBUILT_STATIC_LIBRARY)
# vulkan example
DATADIR := $(LOCAL_PATH)/../../data
include $(CLEAR_VARS)
LOCAL_MODULE := vulkanMesh
PROJECT_FILES := $(wildcard $(LOCAL_PATH)/../../mesh/*.cpp)
PROJECT_FILES += $(wildcard $(LOCAL_PATH)/../../base/*.cpp)
LOCAL_CPPFLAGS := -std=c++11
LOCAL_CPPFLAGS += -D__STDC_LIMIT_MACROS
LOCAL_CPPFLAGS += -DVK_NO_PROTOTYPES
LOCAL_CPPFLAGS += -DVK_USE_PLATFORM_ANDROID_KHR
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../external/
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/glm
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/gli
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/assimp
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/
#LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/android
LOCAL_SRC_FILES := $(PROJECT_FILES)
LOCAL_LDLIBS := -landroid -llog -lz
LOCAL_DISABLE_FORMAT_STRING_CHECKS := true
LOCAL_STATIC_LIBRARIES += android_native_app_glue
LOCAL_STATIC_LIBRARIES += cpufeatures
LOCAL_STATIC_LIBRARIES += libassimp
include $(BUILD_SHARED_LIBRARY)
$(call import-module, android/native_app_glue)
$(call import-module, android/cpufeatures)

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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
/* For debug builds, always enable the debug traces in this library */
#ifndef NDEBUG
# define LOGV(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", __VA_ARGS__))
#else
# define LOGV(...) ((void)0)
#endif
static void free_saved_state(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->savedState != NULL) {
free(android_app->savedState);
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
}
int8_t android_app_read_cmd(struct android_app* android_app) {
int8_t cmd;
if (read(android_app->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) {
switch (cmd) {
case APP_CMD_SAVE_STATE:
free_saved_state(android_app);
break;
}
return cmd;
} else {
LOGE("No data on command pipe!");
}
return -1;
}
static void print_cur_config(struct android_app* android_app) {
char lang[2], country[2];
AConfiguration_getLanguage(android_app->config, lang);
AConfiguration_getCountry(android_app->config, country);
LOGV("Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
"keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
"modetype=%d modenight=%d",
AConfiguration_getMcc(android_app->config),
AConfiguration_getMnc(android_app->config),
lang[0], lang[1], country[0], country[1],
AConfiguration_getOrientation(android_app->config),
AConfiguration_getTouchscreen(android_app->config),
AConfiguration_getDensity(android_app->config),
AConfiguration_getKeyboard(android_app->config),
AConfiguration_getNavigation(android_app->config),
AConfiguration_getKeysHidden(android_app->config),
AConfiguration_getNavHidden(android_app->config),
AConfiguration_getSdkVersion(android_app->config),
AConfiguration_getScreenSize(android_app->config),
AConfiguration_getScreenLong(android_app->config),
AConfiguration_getUiModeType(android_app->config),
AConfiguration_getUiModeNight(android_app->config));
}
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_INPUT_CHANGED:
LOGV("APP_CMD_INPUT_CHANGED\n");
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
android_app->inputQueue = android_app->pendingInputQueue;
if (android_app->inputQueue != NULL) {
LOGV("Attaching input queue to looper");
AInputQueue_attachLooper(android_app->inputQueue,
android_app->looper, LOOPER_ID_INPUT, NULL,
&android_app->inputPollSource);
}
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_INIT_WINDOW:
LOGV("APP_CMD_INIT_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = android_app->pendingWindow;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_cond_broadcast(&android_app->cond);
break;
case APP_CMD_RESUME:
case APP_CMD_START:
case APP_CMD_PAUSE:
case APP_CMD_STOP:
LOGV("activityState=%d\n", cmd);
pthread_mutex_lock(&android_app->mutex);
android_app->activityState = cmd;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_CONFIG_CHANGED:
LOGV("APP_CMD_CONFIG_CHANGED\n");
AConfiguration_fromAssetManager(android_app->config,
android_app->activity->assetManager);
print_cur_config(android_app);
break;
case APP_CMD_DESTROY:
LOGV("APP_CMD_DESTROY\n");
android_app->destroyRequested = 1;
break;
}
}
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
switch (cmd) {
case APP_CMD_TERM_WINDOW:
LOGV("APP_CMD_TERM_WINDOW\n");
pthread_mutex_lock(&android_app->mutex);
android_app->window = NULL;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_SAVE_STATE:
LOGV("APP_CMD_SAVE_STATE\n");
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
break;
case APP_CMD_RESUME:
free_saved_state(android_app);
break;
}
}
static void android_app_destroy(struct android_app* android_app) {
LOGV("android_app_destroy!");
free_saved_state(android_app);
pthread_mutex_lock(&android_app->mutex);
if (android_app->inputQueue != NULL) {
AInputQueue_detachLooper(android_app->inputQueue);
}
AConfiguration_delete(android_app->config);
android_app->destroyed = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
// Can't touch android_app object after this.
}
static void process_input(struct android_app* app, struct android_poll_source* source) {
AInputEvent* event = NULL;
while (AInputQueue_getEvent(app->inputQueue, &event) >= 0) {
LOGV("New input event: type=%d\n", AInputEvent_getType(event));
if (AInputQueue_preDispatchEvent(app->inputQueue, event)) {
continue;
}
int32_t handled = 0;
if (app->onInputEvent != NULL) handled = app->onInputEvent(app, event);
AInputQueue_finishEvent(app->inputQueue, event, handled);
}
}
static void process_cmd(struct android_app* app, struct android_poll_source* source) {
int8_t cmd = android_app_read_cmd(app);
android_app_pre_exec_cmd(app, cmd);
if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
android_app_post_exec_cmd(app, cmd);
}
static void* android_app_entry(void* param) {
struct android_app* android_app = (struct android_app*)param;
android_app->config = AConfiguration_new();
AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager);
print_cur_config(android_app);
android_app->cmdPollSource.id = LOOPER_ID_MAIN;
android_app->cmdPollSource.app = android_app;
android_app->cmdPollSource.process = process_cmd;
android_app->inputPollSource.id = LOOPER_ID_INPUT;
android_app->inputPollSource.app = android_app;
android_app->inputPollSource.process = process_input;
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
&android_app->cmdPollSource);
android_app->looper = looper;
pthread_mutex_lock(&android_app->mutex);
android_app->running = 1;
pthread_cond_broadcast(&android_app->cond);
pthread_mutex_unlock(&android_app->mutex);
android_main(android_app);
android_app_destroy(android_app);
return NULL;
}
// --------------------------------------------------------------------
// Native activity interaction (called from main thread)
// --------------------------------------------------------------------
static struct android_app* android_app_create(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
struct android_app* android_app = (struct android_app*)malloc(sizeof(struct android_app));
memset(android_app, 0, sizeof(struct android_app));
android_app->activity = activity;
pthread_mutex_init(&android_app->mutex, NULL);
pthread_cond_init(&android_app->cond, NULL);
if (savedState != NULL) {
android_app->savedState = malloc(savedStateSize);
android_app->savedStateSize = savedStateSize;
memcpy(android_app->savedState, savedState, savedStateSize);
}
int msgpipe[2];
if (pipe(msgpipe)) {
LOGE("could not create pipe: %s", strerror(errno));
return NULL;
}
android_app->msgread = msgpipe[0];
android_app->msgwrite = msgpipe[1];
pthread_attr_t attr;
pthread_attr_init(&attr);
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
// Wait for thread to start.
pthread_mutex_lock(&android_app->mutex);
while (!android_app->running) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
return android_app;
}
static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
LOGE("Failure writing android_app cmd: %s\n", strerror(errno));
}
}
static void android_app_set_input(struct android_app* android_app, AInputQueue* inputQueue) {
pthread_mutex_lock(&android_app->mutex);
android_app->pendingInputQueue = inputQueue;
android_app_write_cmd(android_app, APP_CMD_INPUT_CHANGED);
while (android_app->inputQueue != android_app->pendingInputQueue) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_window(struct android_app* android_app, ANativeWindow* window) {
pthread_mutex_lock(&android_app->mutex);
if (android_app->pendingWindow != NULL) {
android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
}
android_app->pendingWindow = window;
if (window != NULL) {
android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
}
while (android_app->window != android_app->pendingWindow) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_set_activity_state(struct android_app* android_app, int8_t cmd) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, cmd);
while (android_app->activityState != cmd) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
}
static void android_app_free(struct android_app* android_app) {
pthread_mutex_lock(&android_app->mutex);
android_app_write_cmd(android_app, APP_CMD_DESTROY);
while (!android_app->destroyed) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
pthread_mutex_unlock(&android_app->mutex);
close(android_app->msgread);
close(android_app->msgwrite);
pthread_cond_destroy(&android_app->cond);
pthread_mutex_destroy(&android_app->mutex);
free(android_app);
}
static void onDestroy(ANativeActivity* activity) {
LOGV("Destroy: %p\n", activity);
android_app_free((struct android_app*)activity->instance);
}
static void onStart(ANativeActivity* activity) {
LOGV("Start: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_START);
}
static void onResume(ANativeActivity* activity) {
LOGV("Resume: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_RESUME);
}
static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen) {
struct android_app* android_app = (struct android_app*)activity->instance;
void* savedState = NULL;
LOGV("SaveInstanceState: %p\n", activity);
pthread_mutex_lock(&android_app->mutex);
android_app->stateSaved = 0;
android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
while (!android_app->stateSaved) {
pthread_cond_wait(&android_app->cond, &android_app->mutex);
}
if (android_app->savedState != NULL) {
savedState = android_app->savedState;
*outLen = android_app->savedStateSize;
android_app->savedState = NULL;
android_app->savedStateSize = 0;
}
pthread_mutex_unlock(&android_app->mutex);
return savedState;
}
static void onPause(ANativeActivity* activity) {
LOGV("Pause: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_PAUSE);
}
static void onStop(ANativeActivity* activity) {
LOGV("Stop: %p\n", activity);
android_app_set_activity_state((struct android_app*)activity->instance, APP_CMD_STOP);
}
static void onConfigurationChanged(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("ConfigurationChanged: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_CONFIG_CHANGED);
}
static void onLowMemory(ANativeActivity* activity) {
struct android_app* android_app = (struct android_app*)activity->instance;
LOGV("LowMemory: %p\n", activity);
android_app_write_cmd(android_app, APP_CMD_LOW_MEMORY);
}
static void onWindowFocusChanged(ANativeActivity* activity, int focused) {
LOGV("WindowFocusChanged: %p -- %d\n", activity, focused);
android_app_write_cmd((struct android_app*)activity->instance,
focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS);
}
static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowCreated: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, window);
}
static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window) {
LOGV("NativeWindowDestroyed: %p -- %p\n", activity, window);
android_app_set_window((struct android_app*)activity->instance, NULL);
}
static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueCreated: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, queue);
}
static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue) {
LOGV("InputQueueDestroyed: %p -- %p\n", activity, queue);
android_app_set_input((struct android_app*)activity->instance, NULL);
}
void ANativeActivity_onCreate(ANativeActivity* activity,
void* savedState, size_t savedStateSize) {
LOGV("Creating: %p\n", activity);
activity->callbacks->onDestroy = onDestroy;
activity->callbacks->onStart = onStart;
activity->callbacks->onResume = onResume;
activity->callbacks->onSaveInstanceState = onSaveInstanceState;
activity->callbacks->onPause = onPause;
activity->callbacks->onStop = onStop;
activity->callbacks->onConfigurationChanged = onConfigurationChanged;
activity->callbacks->onLowMemory = onLowMemory;
activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
activity->callbacks->onInputQueueCreated = onInputQueueCreated;
activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed;
activity->instance = android_app_create(activity, savedState, savedStateSize);
}

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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef _ANDROID_NATIVE_APP_GLUE_H
#define _ANDROID_NATIVE_APP_GLUE_H
#include <poll.h>
#include <pthread.h>
#include <sched.h>
#include <android/configuration.h>
#include <android/looper.h>
#include <android/native_activity.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* The native activity interface provided by <android/native_activity.h>
* is based on a set of application-provided callbacks that will be called
* by the Activity's main thread when certain events occur.
*
* This means that each one of this callbacks _should_ _not_ block, or they
* risk having the system force-close the application. This programming
* model is direct, lightweight, but constraining.
*
* The 'threaded_native_app' static library is used to provide a different
* execution model where the application can implement its own main event
* loop in a different thread instead. Here's how it works:
*
* 1/ The application must provide a function named "android_main()" that
* will be called when the activity is created, in a new thread that is
* distinct from the activity's main thread.
*
* 2/ android_main() receives a pointer to a valid "android_app" structure
* that contains references to other important objects, e.g. the
* ANativeActivity obejct instance the application is running in.
*
* 3/ the "android_app" object holds an ALooper instance that already
* listens to two important things:
*
* - activity lifecycle events (e.g. "pause", "resume"). See APP_CMD_XXX
* declarations below.
*
* - input events coming from the AInputQueue attached to the activity.
*
* Each of these correspond to an ALooper identifier returned by
* ALooper_pollOnce with values of LOOPER_ID_MAIN and LOOPER_ID_INPUT,
* respectively.
*
* Your application can use the same ALooper to listen to additional
* file-descriptors. They can either be callback based, or with return
* identifiers starting with LOOPER_ID_USER.
*
* 4/ Whenever you receive a LOOPER_ID_MAIN or LOOPER_ID_INPUT event,
* the returned data will point to an android_poll_source structure. You
* can call the process() function on it, and fill in android_app->onAppCmd
* and android_app->onInputEvent to be called for your own processing
* of the event.
*
* Alternatively, you can call the low-level functions to read and process
* the data directly... look at the process_cmd() and process_input()
* implementations in the glue to see how to do this.
*
* See the sample named "native-activity" that comes with the NDK with a
* full usage example. Also look at the JavaDoc of NativeActivity.
*/
struct android_app;
/**
* Data associated with an ALooper fd that will be returned as the "outData"
* when that source has data ready.
*/
struct android_poll_source {
// The identifier of this source. May be LOOPER_ID_MAIN or
// LOOPER_ID_INPUT.
int32_t id;
// The android_app this ident is associated with.
struct android_app* app;
// Function to call to perform the standard processing of data from
// this source.
void (*process)(struct android_app* app, struct android_poll_source* source);
};
/**
* This is the interface for the standard glue code of a threaded
* application. In this model, the application's code is running
* in its own thread separate from the main thread of the process.
* It is not required that this thread be associated with the Java
* VM, although it will need to be in order to make JNI calls any
* Java objects.
*/
struct android_app {
// The application can place a pointer to its own state object
// here if it likes.
void* userData;
// Fill this in with the function to process main app commands (APP_CMD_*)
void (*onAppCmd)(struct android_app* app, int32_t cmd);
// Fill this in with the function to process input events. At this point
// the event has already been pre-dispatched, and it will be finished upon
// return. Return 1 if you have handled the event, 0 for any default
// dispatching.
int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
// The ANativeActivity object instance that this app is running in.
ANativeActivity* activity;
// The current configuration the app is running in.
AConfiguration* config;
// This is the last instance's saved state, as provided at creation time.
// It is NULL if there was no state. You can use this as you need; the
// memory will remain around until you call android_app_exec_cmd() for
// APP_CMD_RESUME, at which point it will be freed and savedState set to NULL.
// These variables should only be changed when processing a APP_CMD_SAVE_STATE,
// at which point they will be initialized to NULL and you can malloc your
// state and place the information here. In that case the memory will be
// freed for you later.
void* savedState;
size_t savedStateSize;
// The ALooper associated with the app's thread.
ALooper* looper;
// When non-NULL, this is the input queue from which the app will
// receive user input events.
AInputQueue* inputQueue;
// When non-NULL, this is the window surface that the app can draw in.
ANativeWindow* window;
// Current content rectangle of the window; this is the area where the
// window's content should be placed to be seen by the user.
ARect contentRect;
// Current state of the app's activity. May be either APP_CMD_START,
// APP_CMD_RESUME, APP_CMD_PAUSE, or APP_CMD_STOP; see below.
int activityState;
// This is non-zero when the application's NativeActivity is being
// destroyed and waiting for the app thread to complete.
int destroyRequested;
// -------------------------------------------------
// Below are "private" implementation of the glue code.
pthread_mutex_t mutex;
pthread_cond_t cond;
int msgread;
int msgwrite;
pthread_t thread;
struct android_poll_source cmdPollSource;
struct android_poll_source inputPollSource;
int running;
int stateSaved;
int destroyed;
int redrawNeeded;
AInputQueue* pendingInputQueue;
ANativeWindow* pendingWindow;
ARect pendingContentRect;
};
enum {
/**
* Looper data ID of commands coming from the app's main thread, which
* is returned as an identifier from ALooper_pollOnce(). The data for this
* identifier is a pointer to an android_poll_source structure.
* These can be retrieved and processed with android_app_read_cmd()
* and android_app_exec_cmd().
*/
LOOPER_ID_MAIN = 1,
/**
* Looper data ID of events coming from the AInputQueue of the
* application's window, which is returned as an identifier from
* ALooper_pollOnce(). The data for this identifier is a pointer to an
* android_poll_source structure. These can be read via the inputQueue
* object of android_app.
*/
LOOPER_ID_INPUT = 2,
/**
* Start of user-defined ALooper identifiers.
*/
LOOPER_ID_USER = 3,
};
enum {
/**
* Command from main thread: the AInputQueue has changed. Upon processing
* this command, android_app->inputQueue will be updated to the new queue
* (or NULL).
*/
APP_CMD_INPUT_CHANGED,
/**
* Command from main thread: a new ANativeWindow is ready for use. Upon
* receiving this command, android_app->window will contain the new window
* surface.
*/
APP_CMD_INIT_WINDOW,
/**
* Command from main thread: the existing ANativeWindow needs to be
* terminated. Upon receiving this command, android_app->window still
* contains the existing window; after calling android_app_exec_cmd
* it will be set to NULL.
*/
APP_CMD_TERM_WINDOW,
/**
* Command from main thread: the current ANativeWindow has been resized.
* Please redraw with its new size.
*/
APP_CMD_WINDOW_RESIZED,
/**
* Command from main thread: the system needs that the current ANativeWindow
* be redrawn. You should redraw the window before handing this to
* android_app_exec_cmd() in order to avoid transient drawing glitches.
*/
APP_CMD_WINDOW_REDRAW_NEEDED,
/**
* Command from main thread: the content area of the window has changed,
* such as from the soft input window being shown or hidden. You can
* find the new content rect in android_app::contentRect.
*/
APP_CMD_CONTENT_RECT_CHANGED,
/**
* Command from main thread: the app's activity window has gained
* input focus.
*/
APP_CMD_GAINED_FOCUS,
/**
* Command from main thread: the app's activity window has lost
* input focus.
*/
APP_CMD_LOST_FOCUS,
/**
* Command from main thread: the current device configuration has changed.
*/
APP_CMD_CONFIG_CHANGED,
/**
* Command from main thread: the system is running low on memory.
* Try to reduce your memory use.
*/
APP_CMD_LOW_MEMORY,
/**
* Command from main thread: the app's activity has been started.
*/
APP_CMD_START,
/**
* Command from main thread: the app's activity has been resumed.
*/
APP_CMD_RESUME,
/**
* Command from main thread: the app should generate a new saved state
* for itself, to restore from later if needed. If you have saved state,
* allocate it with malloc and place it in android_app.savedState with
* the size in android_app.savedStateSize. The will be freed for you
* later.
*/
APP_CMD_SAVE_STATE,
/**
* Command from main thread: the app's activity has been paused.
*/
APP_CMD_PAUSE,
/**
* Command from main thread: the app's activity has been stopped.
*/
APP_CMD_STOP,
/**
* Command from main thread: the app's activity is being destroyed,
* and waiting for the app thread to clean up and exit before proceeding.
*/
APP_CMD_DESTROY,
};
/**
* Call when ALooper_pollAll() returns LOOPER_ID_MAIN, reading the next
* app command message.
*/
int8_t android_app_read_cmd(struct android_app* android_app);
/**
* Call with the command returned by android_app_read_cmd() to do the
* initial pre-processing of the given command. You can perform your own
* actions for the command after calling this function.
*/
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* Call with the command returned by android_app_read_cmd() to do the
* final post-processing of the given command. You must have done your own
* actions for the command before calling this function.
*/
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
/**
* This is the function that application code must implement, representing
* the main entry to the app.
*/
extern void android_main(struct android_app* app);
#ifdef __cplusplus
}
#endif
#endif /* _ANDROID_NATIVE_APP_GLUE_H */

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/*
* Vulkan Example - Mesh rendering
*
* Uses tiny obj loader (https://github.com/syoyo/tinyobjloader) by syoyo
*
* Note :
* This is a basic android example. It may be integrated into the other examples at some point in the future.
* Until then this serves as a starting point for using Vulkan on Android, with some of the functionality required
* already moved to the example base classes (e.g. swap chain)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <assert.h>
#include "vulkanandroid.h"
#include "vulkanswapchain.hpp"
#include "vulkanandroidbase.hpp"
#include <android/asset_manager.h>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "AndroidProject1.NativeActivity", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "AndroidProject1.NativeActivity", __VA_ARGS__))
#define VERTEX_BUFFER_BIND_ID 0
struct saved_state {
glm::vec3 rotation;
float zoom;
};
class VulkanExample : public VulkanAndroidExampleBase
{
public:
int animating;
struct saved_state state;
// Vulkan
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec3 color;
};
VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
struct {
VkBuffer buf;
VkDeviceMemory mem;
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
int count;
VkBuffer buf;
VkDeviceMemory mem;
} indices;
struct {
VkBuffer buffer;
VkDeviceMemory memory;
VkDescriptorBufferInfo descriptor;
} uniformDataVS;
struct {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 10.0f, 1.0f);
} uboVS;
struct {
VkPipeline solid;
} pipelines;
void initVulkan()
{
VulkanAndroidExampleBase::initVulkan();
prepareVertices();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
state.zoom = -5.0f;
state.rotation = glm::vec3();
prepared = true;
}
void cleanupVulkan()
{
prepared = false;
vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyBuffer(device, vertices.buf, nullptr);
vkFreeMemory(device, vertices.mem, nullptr);
vkDestroyBuffer(device, indices.buf, nullptr);
vkFreeMemory(device, indices.mem, nullptr);
vkDestroyBuffer(device, uniformDataVS.buffer, nullptr);
vkFreeMemory(device, uniformDataVS.memory, nullptr);
VulkanExample::cleanUpVulkan();
}
void prepareVertices()
{
// Load mesh from compressed asset
AAsset* asset = AAssetManager_open(app->activity->assetManager, "models/vulkanlogo.obj", AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
char *assetData = new char[size];
AAsset_read(asset, assetData, size);
AAsset_close(asset);
std::stringstream assetStream(assetData);
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string objerr;
tinyobj::MaterialFileReader matFileReader("");
bool ret = tinyobj::LoadObj(shapes, materials, objerr, assetStream, matFileReader, true);
LOGW("shapes %d", shapes.size());
// Setup vertices
float scale = 0.025f;
std::vector<Vertex> vertexBuffer;
std::vector<uint32_t> indexBuffer;
for (auto& shape : shapes)
{
// Vertices
for (size_t i = 0; i < shape.mesh.positions.size() / 3; i++)
{
Vertex v;
v.pos[0] = shape.mesh.positions[3 * i + 0] * scale;
v.pos[1] = -shape.mesh.positions[3 * i + 1] * scale;
v.pos[2] = shape.mesh.positions[3 * i + 2] * scale;
v.normal[0] = shape.mesh.normals[3 * i + 0];
v.normal[1] = shape.mesh.normals[3 * i + 1];
v.normal[2] = shape.mesh.normals[3 * i + 2];
v.color = glm::vec3(1.0f, 0.0f, 0.0f);
vertexBuffer.push_back(v);
}
// Indices
for (size_t i = 0; i < shape.mesh.indices.size() / 3; i++)
{
indexBuffer.push_back(shape.mesh.indices[3 * i + 0]);
indexBuffer.push_back(shape.mesh.indices[3 * i + 1]);
indexBuffer.push_back(shape.mesh.indices[3 * i + 2]);
}
}
uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
VkMemoryAllocateInfo memAlloc = {};
memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memAlloc.pNext = NULL;
memAlloc.allocationSize = 0;
memAlloc.memoryTypeIndex = 0;
VkMemoryRequirements memReqs;
VkResult err;
void *data;
// Generate vertex buffer
// Setup
VkBufferCreateInfo bufInfo = {};
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufInfo.pNext = NULL;
bufInfo.size = vertexBufferSize;
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
bufInfo.flags = 0;
// Copy vertex data to VRAM
memset(&vertices, 0, sizeof(vertices));
err = vkCreateBuffer(device, &bufInfo, nullptr, &vertices.buf);
assert(!err);
vkGetBufferMemoryRequirements(device, vertices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAlloc.memoryTypeIndex);
vkAllocateMemory(device, &memAlloc, nullptr, &vertices.mem);
assert(!err);
err = vkMapMemory(device, vertices.mem, 0, memAlloc.allocationSize, 0, &data);
assert(!err);
memcpy(data, vertexBuffer.data(), vertexBufferSize);
vkUnmapMemory(device, vertices.mem);
assert(!err);
err = vkBindBufferMemory(device, vertices.buf, vertices.mem, 0);
assert(!err);
// Generate index buffer
// Setup
VkBufferCreateInfo indexbufferInfo = {};
indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
indexbufferInfo.pNext = NULL;
indexbufferInfo.size = indexBufferSize;
indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
indexbufferInfo.flags = 0;
// Copy index data to VRAM
memset(&indices, 0, sizeof(indices));
err = vkCreateBuffer(device, &bufInfo, nullptr, &indices.buf);
assert(!err);
vkGetBufferMemoryRequirements(device, indices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAlloc.memoryTypeIndex);
err = vkAllocateMemory(device, &memAlloc, nullptr, &indices.mem);
assert(!err);
err = vkMapMemory(device, indices.mem, 0, indexBufferSize, 0, &data);
assert(!err);
memcpy(data, indexBuffer.data(), indexBufferSize);
vkUnmapMemory(device, indices.mem);
err = vkBindBufferMemory(device, indices.buf, indices.mem, 0);
assert(!err);
indices.count = indexBuffer.size();
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
sizeof(Vertex),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normal
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 2 : Color
vertices.attributeDescriptions[2] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 6);
// Assign to vertex buffer
vertices.inputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertices.inputState.pNext = NULL;
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void updateUniformBuffers()
{
// Update matrices
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, state.zoom));
uboVS.model = viewMatrix;
uboVS.model = glm::rotate(uboVS.model, glm::radians(state.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(state.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(state.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
// Map uniform buffer and update it
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformDataVS.memory, 0, sizeof(uboVS), 0, (void **)&pData);
assert(!err);
memcpy(pData, &uboVS, sizeof(uboVS));
vkUnmapMemory(device, uniformDataVS.memory);
assert(!err);
}
void prepareUniformBuffers()
{
// Prepare and initialize uniform buffer containing shader uniforms
VkMemoryRequirements memReqs;
// Vertex shader uniform buffer block
VkBufferCreateInfo bufferInfo = {};
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.pNext = NULL;
allocInfo.allocationSize = 0;
allocInfo.memoryTypeIndex = 0;
VkResult err;
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = sizeof(uboVS);
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
// Create a new buffer
err = vkCreateBuffer(device, &bufferInfo, nullptr, &uniformDataVS.buffer);
assert(!err);
// Get memory requirements including size, alignment and memory type
vkGetBufferMemoryRequirements(device, uniformDataVS.buffer, &memReqs);
allocInfo.allocationSize = memReqs.size;
// Gets the appropriate memory type for this type of buffer allocation
// Only memory types that are visible to the host
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &allocInfo.memoryTypeIndex);
// Allocate memory for the uniform buffer
err = vkAllocateMemory(device, &allocInfo, nullptr, &(uniformDataVS.memory));
assert(!err);
// Bind memory to buffer
err = vkBindBufferMemory(device, uniformDataVS.buffer, uniformDataVS.memory, 0);
assert(!err);
// Store information in the uniform's descriptor
uniformDataVS.descriptor.buffer = uniformDataVS.buffer;
uniformDataVS.descriptor.offset = 0;
uniformDataVS.descriptor.range = sizeof(uboVS);
updateUniformBuffers();
}
void preparePipelines()
{
VkResult err;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables;
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_VIEWPORT);
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_SCISSOR);
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader("shaders/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("shaders/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid);
assert(!err);
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes;
poolSizes.push_back(vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1));
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
assert(!vkRes);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
setLayoutBindings.push_back(
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0));
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
assert(!err);
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
assert(!err);
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
assert(!vkRes);
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
writeDescriptorSets.push_back(
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformDataVS.descriptor));
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
cmdBufInfo.pNext = NULL;
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = {};
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.pNext = NULL;
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VkResult err;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
assert(!err);
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Update dynamic viewport state
VkViewport viewport = {};
viewport.height = (float)height;
viewport.width = (float)width;
viewport.minDepth = (float) 0.0f;
viewport.maxDepth = (float) 1.0f;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
// Update dynamic scissor state
VkRect2D scissor = {};
scissor.extent.width = width;
scissor.extent.height = height;
scissor.offset.x = 0;
scissor.offset.y = 0;
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
// Bind descriptor sets describing shader binding points
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
// Bind the rendering pipeline (including the shaders)
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
// Bind triangle vertices
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets);
// Bind triangle indices
vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32);
// Draw indexed triangle
vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 1);
vkCmdEndRenderPass(drawCmdBuffers[i]);
// Add a present memory barrier to the end of the command buffer
// This will transform the frame buffer color attachment to a
// new layout for presenting it to the windowing system integration
VkImageMemoryBarrier prePresentBarrier = {};
prePresentBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
prePresentBarrier.pNext = NULL;
prePresentBarrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
prePresentBarrier.dstAccessMask = 0;
prePresentBarrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
prePresentBarrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
prePresentBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
prePresentBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
prePresentBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
prePresentBarrier.image = swapChain.buffers[i].image;
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &prePresentBarrier);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
}
}
void draw()
{
VkResult err;
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
VkPipelineStageFlags pipelineStages = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
VkSubmitInfo submitInfo = vkTools::initializers::submitInfo();
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
submitInfo.pWaitDstStageMask = &pipelineStages;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &semaphores.submitSignal;
// Submit to the graphics queue
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
// Present the current buffer to the swap chain
// This will display the image
err = swapChain.queuePresent(queue, currentBuffer, semaphores.submitSignal);
assert(!err);
}
void render()
{
if (prepared)
{
startTiming();
if (animating)
{
// Update rotation
state.rotation.y += 0.05f * frameTimer;
if (state.rotation.y > 360.0f)
{
state.rotation.y -= 360.0f;
}
updateUniformBuffers();
}
draw();
endTiming();
}
}
};
static int32_t handleInput(struct android_app* app, AInputEvent* event)
{
struct VulkanExample* vulkanExample = (struct VulkanExample*)app->userData;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
{
// todo
return 1;
}
return 0;
}
static void handleCommand(struct android_app* app, int32_t cmd)
{
VulkanExample* vulkanExample = (VulkanExample*)app->userData;
switch (cmd)
{
case APP_CMD_SAVE_STATE:
vulkanExample->app->savedState = malloc(sizeof(struct saved_state));
*((struct saved_state*)vulkanExample->app->savedState) = vulkanExample->state;
vulkanExample->app->savedStateSize = sizeof(struct saved_state);
break;
case APP_CMD_INIT_WINDOW:
if (vulkanExample->app->window != NULL)
{
vulkanExample->initVulkan();
assert(vulkanExample->prepared);
}
break;
case APP_CMD_LOST_FOCUS:
vulkanExample->animating = 0;
break;
}
}
/**
* This is the main entry point of a native application that is using
* android_native_app_glue. It runs in its own thread, with its own
* event loop for receiving input events and doing other things.
*/
void android_main(struct android_app* state)
{
VulkanExample *engine = new VulkanExample();
state->userData = engine;
state->onAppCmd = handleCommand;
state->onInputEvent = handleInput;
engine->app = state;
engine->animating = 1;
// loop waiting for stuff to do.
while (1)
{
// Read all pending events.
int ident;
int events;
struct android_poll_source* source;
while ((ident = ALooper_pollAll(engine->animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0)
{
if (source != NULL)
{
source->process(state, source);
}
if (state->destroyRequested != 0)
{
engine->cleanupVulkan();
return;
}
}
engine->render();
}
}

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@ -1,22 +0,0 @@
//
// pch.h
// Header for standard system include files.
//
// Used by the build system to generate the precompiled header. Note that no
// pch.cpp is needed and the pch.h is automatically included in all cpp files
// that are part of the project
//
#include <jni.h>
#include <errno.h>
#include <string.h>
#include <unistd.h>
#include <sys/resource.h>
#include "gli/gli.hpp"
#include <android/sensor.h>
#include <android/log.h>
#include "android_native_app_glue.h"

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View file

@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Changes made to Package Name should also be reflected in the Debugging - Package Name property, in the Property Pages -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.$(ApplicationName)"
android:versionCode="1"
android:versionName="1.0">
<!-- This is the platform API where NativeActivity was introduced. -->
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="21"/>
<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
<uses-feature android:name="android.software.leanback" android:required="false"/>
<!-- This .apk has no Java code itself, so set hasCode to false. -->
<application android:label="@string/app_name" android:icon="@drawable/icon" android:hasCode="false">
<!-- Our activity is the built-in NativeActivity framework class.
This will take care of integrating with our NDK code. -->
<activity android:name="android.app.NativeActivity"
android:label="@string/app_name"
android:banner="@drawable/banner"
android:configChanges="orientation|keyboardHidden">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="$(AndroidAppLibName)" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

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@ -1,2 +0,0 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv

View file

@ -1,38 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 3) in vec3 inEyePos;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 spec = vec4(0.0);
float shininess = 32.0;
vec3 n = normalize(inNormal);
vec3 l = normalize(inLightVec);
vec3 e = normalize(inEyePos);
vec4 diffuse = vec4(inColor, 1.0);
vec4 specular = vec4(1.0);
vec4 ambient = vec4(vec3(0.05), 0.0);
float intensity = max(dot(n,l), 0.0);
if (intensity > 0.0)
{
vec3 h = normalize(l + e);
float intSpec = max(dot(h,n), 0.0);
spec = specular * pow(intSpec, shininess);
}
outFragColor = max(intensity * diffuse + spec, ambient);
}

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@ -1,34 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outEyePos;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = normalize(inNormal);
outColor = inColor;
vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 lPos = ubo.model * ubo.lightPos;
outLightVec = vec3(lPos.xyz - pos.xyz);
outEyePos = vec3(-pos);
}

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@ -1,90 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="$(projectname)" default="help">
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var. -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file contains project specific properties such as
project target, and library dependencies. Lower level build properties are
stored in ant.properties
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure ANDROID_HOME environment variable is correctly set."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
<target name="-pre-compile">
<path id="project.all.jars.path">
<path path="${toString:project.all.jars.path}"/>
<fileset dir="${jar.libs.dir}">
<include name="*.jar"/>
</fileset>
</path>
</target>
</project>

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@ -1,139 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x86">
<Configuration>Debug</Configuration>
<Platform>x86</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x86">
<Configuration>Release</Configuration>
<Platform>x86</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<RootNamespace>mesh</RootNamespace>
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<ProjectVersion>1.0</ProjectVersion>
<ProjectGuid>bab95b1f-293d-440d-b19f-95fbfa3aa6ef</ProjectGuid>
</PropertyGroup>
<Import Project="$(AndroidTargetsPath)\Android.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<AndroidAPILevel>android-21</AndroidAPILevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(AndroidTargetsPath)\Android.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="Shared" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\$(RootNamespace)</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
<AntPackage>
<AndroidAppLibName>$(RootNamespace)</AndroidAppLibName>
</AntPackage>
</ItemDefinitionGroup>
<ItemGroup>
<Content Include="assets\models\vulkanlogo.obj" />
<Content Include="assets\shaders\mesh.frag.spv" />
<Content Include="assets\shaders\mesh.vert.spv" />
<Content Include="res\drawable\banner.png" />
<Content Include="res\drawable\icon.png" />
<Content Include="res\values\strings.xml">
<SubType>Designer</SubType>
</Content>
<AntBuildXml Include="build.xml" />
<AndroidManifest Include="AndroidManifest.xml" />
<AntProjectPropertiesFile Include="project.properties" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\mesh.NativeActivity\mesh.NativeActivity.vcxproj">
<Project>{622593a1-7b0d-4d71-8369-371601b8bee1}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(AndroidTargetsPath)\Android.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

View file

@ -1,3 +0,0 @@
# Project target
target=$(androidapilevel)
# Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir=

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">VulkanMeshExample</string>
</resources>

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@ -1,4 +1,4 @@
LOCAL_PATH := $(call my-dir)/..
LOCAL_PATH := $(call my-dir)/../../triangle
# assimp

View file

@ -11,6 +11,10 @@
#include <vulkan/vulkan.h>
#include <gli/gli.hpp>
#if defined(__ANDROID__)
#include <android/asset_manager.h>
#endif
namespace vkTools
{
@ -52,24 +56,44 @@ namespace vkTools
return false;
}
public:
#if defined(__ANDROID__)
AAssetManager* assetManager = nullptr;
#endif
// Load a 2D texture
void loadTexture(const char* filename, VkFormat format, VulkanTexture *texture)
void loadTexture(std::string filename, VkFormat format, VulkanTexture *texture)
{
loadTexture(filename, format, texture, false);
}
// Load a 2D texture
void loadTexture(const char* filename, VkFormat format, VulkanTexture *texture, bool forceLinear)
void loadTexture(std::string filename, VkFormat format, VulkanTexture *texture, bool forceLinear)
{
loadTexture(filename, format, texture, false, VK_IMAGE_USAGE_SAMPLED_BIT);
}
// Load a 2D texture
void loadTexture(const char* filename, VkFormat format, VulkanTexture *texture, bool forceLinear, VkImageUsageFlags imageUsageFlags)
void loadTexture(std::string filename, VkFormat format, VulkanTexture *texture, bool forceLinear, VkImageUsageFlags imageUsageFlags)
{
std::cout << "Loading \"" << filename << "\"..." << std::endl;
#if defined(__ANDROID__)
assert(assetManager != nullptr);
gli::texture2D tex2D(gli::load(filename));
// Textures are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(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));
free(textureData);
#else
gli::texture2D tex2D(gli::load(filename.c_str()));
#endif
assert(!tex2D.empty());
texture->width = (uint32_t)tex2D[0].dimensions().x;

View file

@ -202,7 +202,10 @@ public:
void loadMesh()
{
VulkanMeshLoader *meshLoader = new VulkanMeshLoader();
meshLoader->LoadMesh("./../data/models/voyager/voyager.obj");
#if defined(__ANDROID__)
meshLoader->assetManager = androidApp->activity->assetManager;
#endif
meshLoader->LoadMesh(getAssetPath() + "models/voyager/voyager.obj");
// Generate vertex buffer
float scale = 1.0f;
@ -260,7 +263,7 @@ public:
void loadTextures()
{
textureLoader->loadTexture(
"./../data/models/voyager/voyager.ktx",
getAssetPath() + "models/voyager/voyager.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
@ -455,8 +458,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -549,8 +552,7 @@ public:
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -559,33 +561,53 @@ 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);
}
}
}
#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
}