Android support for particle fire example (#97)

This commit is contained in:
saschawillems 2016-03-23 23:02:10 +01:00
parent a9fe22426f
commit a6e13b907f
9 changed files with 156 additions and 21 deletions

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@ -0,0 +1 @@
_build particlefire %1

10
android/particlefire/.gitignore vendored Normal file
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@ -0,0 +1,10 @@
/assets/
/res/
/bin/
/libs/
/obj/
/build.xml
/local.properties
/project.properties
/proguard-project.txt
*.apk

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@ -0,0 +1,27 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.saschawillems.vulkanParticlefire"
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="vulkanParticlefire" android:icon="@drawable/icon" android:hasCode="false">
<activity android:name="android.app.NativeActivity"
android:label="Vulkan Particle Fire"
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="vulkanParticlefire" />
<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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@ -0,0 +1,26 @@
cd jni
call ndk-build
if %ERRORLEVEL% EQU 0 (
echo ndk-build has failed, build cancelled
cd..
mkdir "assets\shaders\particlefire"
xcopy "..\..\data\shaders\particlefire\*.spv" "assets\shaders\particlefire" /Y
mkdir "assets\textures"
xcopy "..\..\data\textures\fireplace_colormap_bc3.ktx" "assets\textures" /Y
xcopy "..\..\data\textures\fireplace_normalmap_bc3.ktx" "assets\textures" /Y
xcopy "..\..\data\textures\particle_fire.ktx" "assets\textures" /Y
xcopy "..\..\data\textures\particle_smoke.ktx" "assets\textures" /Y
mkdir "assets\models"
xcopy "..\..\data\models\fireplace.obj" "assets\models" /Y
mkdir "res\drawable"
xcopy "..\..\android\images\icon.png" "res\drawable" /Y
call ant debug -Dout.final.file=vulkanParticlefire.apk
) ELSE (
echo error : ndk-build failed with errors!
cd..
)

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@ -0,0 +1,47 @@
LOCAL_PATH := $(call my-dir)/../../particlefire
# 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 := vulkanParticlefire
PROJECT_FILES := $(wildcard $(LOCAL_PATH)/../../particlefire/*.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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@ -0,0 +1,5 @@
APP_PLATFORM := android-19
APP_ABI := armeabi-v7a
APP_STL := c++_static
APP_CPPFLAGS := -std=c++11
NDK_TOOLCHAIN_VERSION := clang

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@ -288,7 +288,7 @@ VkBool32 VulkanExampleBase::createBuffer(VkBufferUsageFlags usage, VkDeviceSize
}
void VulkanExampleBase::loadMesh(
const char * filename,
std::string filename,
vkMeshLoader::MeshBuffer * meshBuffer,
std::vector<vkMeshLoader::VertexLayout> vertexLayout,
float scale)

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@ -266,7 +266,7 @@ public:
// Load a mesh (using ASSIMP) and create vulkan vertex and index buffers with given vertex layout
void loadMesh(
const char *filename,
std::string fiename,
vkMeshLoader::MeshBuffer *meshBuffer,
std::vector<vkMeshLoader::VertexLayout> vertexLayout,
float scale);

View file

@ -361,21 +361,21 @@ public:
{
// Particles
textureLoader->loadTexture(
"./../data/textures/particle_smoke.ktx",
getAssetPath() + "textures/particle_smoke.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.particles.smoke);
textureLoader->loadTexture(
"./../data/textures/particle_fire.ktx",
getAssetPath() + "textures/particle_fire.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.particles.fire);
// Floor
textureLoader->loadTexture(
"./../data/textures/fireplace_colormap_bc3.ktx",
getAssetPath() + "textures/fireplace_colormap_bc3.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.floor.colorMap);
textureLoader->loadTexture(
"./../data/textures/fireplace_normalmap_bc3.ktx",
getAssetPath() + "textures/fireplace_normalmap_bc3.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.floor.normalMap);
@ -405,7 +405,7 @@ public:
void loadMeshes()
{
loadMesh("./../data/models/fireplace.obj", &meshes.environment.buffers, vertexLayout, 10.0f);
loadMesh(getAssetPath() + "models/fireplace.obj", &meshes.environment.buffers, vertexLayout, 10.0f);
meshes.environment.setupVertexInputState(vertexLayout);
}
@ -669,8 +669,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -705,8 +705,8 @@ public:
assert(!err);
// Environment rendering pipeline (normal mapped)
shaderStages[0] = loadShader("./../data/shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.pVertexInputState = &meshes.environment.vertexInputState;
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE;
@ -822,10 +822,10 @@ public:
}
};
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -834,9 +834,7 @@ 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)
@ -846,21 +844,42 @@ 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
}