Added android support for deferred, displacement and spherical environment mapping examples (#97)
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c69af6cdca
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25 changed files with 604 additions and 230725 deletions
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@ -113,11 +113,11 @@ public:
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void loadTextures()
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{
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textureLoader->loadTexture(
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"./../data/textures/stonewall_colormap_bc3.dds",
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getAssetPath() + "textures/stonewall_colormap_bc3.dds",
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VK_FORMAT_BC3_UNORM_BLOCK,
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&textures.colorMap);
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textureLoader->loadTexture(
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"./../data/textures/stonewall_heightmap_rgba.dds",
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getAssetPath() + "textures/stonewall_heightmap_rgba.dds",
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VK_FORMAT_R8G8B8A8_UNORM,
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&textures.heightMap);
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}
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@ -233,7 +233,7 @@ public:
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void loadMeshes()
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{
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loadMesh("./../data/models/torus.obj", &meshes.object, vertexLayout, 0.25f);
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loadMesh(getAssetPath() + "models/torus.obj", &meshes.object, vertexLayout, 0.25f);
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}
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void setupVertexDescriptions()
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@ -457,10 +457,10 @@ public:
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// Tessellation pipeline
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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shaderStages[0] = loadShader("./../data/shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader("./../data/shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader("./../data/shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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@ -491,8 +491,8 @@ public:
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// Pass through pipelines
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// Load pass through tessellation shaders (Vert and frag are reused)
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shaderStages[2] = loadShader("./../data/shaders/displacement/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader("./../data/shaders/displacement/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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// Solid
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rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
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err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solidPassThrough);
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@ -618,8 +618,7 @@ public:
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VulkanExample *vulkanExample;
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#ifdef _WIN32
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#if defined(_WIN32)
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LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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if (vulkanExample != NULL)
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@ -646,34 +645,52 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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}
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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}
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#else
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#elif defined(__linux__) && !defined(__ANDROID__)
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static void handleEvent(const xcb_generic_event_t *event)
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{
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if (vulkanExample != NULL)
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{
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vulkanExample->handleEvent(event);
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// TODO : Keys for tessellation level changes
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}
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}
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#endif
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#ifdef _WIN32
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// Main entry point
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#if defined(_WIN32)
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// Windows entry point
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
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#else
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#elif defined(__ANDROID__)
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// Android entry point
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void android_main(android_app* state)
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#elif defined(__linux__)
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// Linux entry point
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int main(const int argc, const char *argv[])
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#endif
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{
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#if defined(__ANDROID__)
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// Removing this may cause the compiler to omit the main entry point
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// which would make the application crash at start
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app_dummy();
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#endif
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vulkanExample = new VulkanExample();
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#ifdef _WIN32
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#if defined(_WIN32)
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vulkanExample->setupWindow(hInstance, WndProc);
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#else
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#elif defined(__ANDROID__)
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// Attach vulkan example to global android application state
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state->userData = vulkanExample;
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state->onAppCmd = VulkanExample::handleAppCommand;
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state->onInputEvent = VulkanExample::handleAppInput;
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vulkanExample->androidApp = state;
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#elif defined(__linux__)
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vulkanExample->setupWindow();
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#endif
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#if !defined(__ANDROID__)
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vulkanExample->initSwapchain();
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vulkanExample->prepare();
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#endif
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vulkanExample->renderLoop();
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#if !defined(__ANDROID__)
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delete(vulkanExample);
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return 0;
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}
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#endif
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}
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