Added ETC2 and ASTC texture variants (Refs #174)
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6 changed files with 70 additions and 29 deletions
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@ -1,24 +0,0 @@
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cd jni
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call ndk-build
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if %ERRORLEVEL% EQU 0 (
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echo ndk-build has failed, build cancelled
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cd..
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mkdir "assets\shaders\base"
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xcopy "..\..\data\shaders\base\*.spv" "assets\shaders\base" /Y
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mkdir "assets\shaders\texture"
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xcopy "..\..\data\shaders\texture\*.spv" "assets\shaders\texture" /Y
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mkdir "assets\textures"
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xcopy "..\..\data\textures\pattern_02_bc2.ktx" "assets\textures" /Y
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mkdir "res\drawable"
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xcopy "..\..\android\images\icon.png" "res\drawable" /Y
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call ant debug -Dout.final.file=vulkanTexture.apk
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) ELSE (
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echo error : ndk-build failed with errors!
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cd..
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)
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48
android/texture/build.py
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48
android/texture/build.py
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@ -0,0 +1,48 @@
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import os
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import shutil
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import subprocess
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import sys
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import glob
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APK_NAME = "vulkanTexture"
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SHADER_DIR = "texture"
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ASSETS_TEXTURES = ["metalplate01_bc2_unorm.ktx", "metalplate01_astc_8x8_unorm.ktx", "metalplate01_etc2_unorm.ktx"]
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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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if not os.path.exists("./assets"):
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os.makedirs("./assets")
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# Shaders
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# Base
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if not os.path.exists("./assets/shaders/base"):
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os.makedirs("./assets/shaders/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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# Sample
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if not os.path.exists("./assets/shaders/%s" % SHADER_DIR):
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os.makedirs("./assets/shaders/%s" % SHADER_DIR)
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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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# Textures
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if not os.path.exists("./assets/textures"):
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os.makedirs("./assets/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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# Icon
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if not os.path.exists("./res/drawable"):
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os.makedirs("./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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if len(sys.argv) > 1:
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if sys.argv[1] == "-deploy":
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if subprocess.call("adb install -r %s.apk" % APK_NAME, shell=True) != 0:
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print("Could not deploy to device!")
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else:
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print("Error during build process!")
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else:
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print("Error building project!")
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BIN
data/textures/metalplate01_astc_8x8_unorm.ktx
Normal file
BIN
data/textures/metalplate01_astc_8x8_unorm.ktx
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Binary file not shown.
BIN
data/textures/metalplate01_etc2_unorm.ktx
Normal file
BIN
data/textures/metalplate01_etc2_unorm.ktx
Normal file
Binary file not shown.
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@ -79,7 +79,7 @@ public:
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{
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zoom = -2.5f;
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rotation = { 0.0f, 15.0f, 0.0f };
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title = "Vulkan Example - Texturing";
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title = "Vulkan Example - Texture loading";
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enableTextOverlay = true;
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}
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@ -591,6 +591,26 @@ public:
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indices.data()));
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}
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// Texture loading is done here
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void loadAssets()
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{
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// Vulkan core supports three different compressed texture formats
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// As the support differs between implemementations we need to check and load the proper texture
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// Block compression (BC) is common on desktops, ETC and ASTC on mobile
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if (deviceFeatures.textureCompressionBC) {
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loadTexture(getAssetPath() + "textures/metalplate01_bc2_unorm.ktx", VK_FORMAT_BC2_UNORM_BLOCK, false);
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}
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else if (deviceFeatures.textureCompressionASTC_LDR) {
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loadTexture(getAssetPath() + "textures/metalplate01_astc_8x8_unorm.ktx", VK_FORMAT_ASTC_8x8_UNORM_BLOCK, false);
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}
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else if (deviceFeatures.textureCompressionETC2) {
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loadTexture(getAssetPath() + "textures/metalplate01_etc2_unorm.ktx", VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, false);
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}
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else {
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vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
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}
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}
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void setupVertexDescriptions()
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{
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// Binding description
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@ -828,13 +848,10 @@ public:
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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generateQuad();
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setupVertexDescriptions();
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prepareUniformBuffers();
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loadTexture(
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getAssetPath() + "textures/pattern_02_bc2.ktx",
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VK_FORMAT_BC2_UNORM_BLOCK,
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false);
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setupDescriptorSetLayout();
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preparePipelines();
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setupDescriptorPool();
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