Added ETC2 and ASTC texture variants (Refs #174)
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3af19a1041
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cddbebddea
10 changed files with 97 additions and 38 deletions
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@ -15,6 +15,7 @@
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android:label="Deferredshadows"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:launchMode="singleTask"
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android:screenOrientation="landscape"
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android:configChanges="orientation|screenSize|keyboardHidden">
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<meta-data android:name="android.app.lib_name" android:value="vulkanDeferredshadows" />
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<intent-filter>
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@ -1,30 +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\deferredshadows"
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xcopy "..\..\data\shaders\deferredshadows\*.spv" "assets\shaders\deferredshadows" /Y
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mkdir "assets\models\armor"
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xcopy "..\..\data\models\armor\*.*" "assets\models\armor" /Y
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mkdir "assets\textures"
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xcopy "..\..\data\textures\pattern_57_diffuse_bc3.ktx" "assets\textures" /Y
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xcopy "..\..\data\textures\pattern_57_normal_bc3.ktx" "assets\textures" /Y
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mkdir "assets\models"
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xcopy "..\..\data\models\openbox.dae" "assets\models" /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=vulkanDeferredshadows.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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58
android/deferredshadows/build.py
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58
android/deferredshadows/build.py
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@ -0,0 +1,58 @@
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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 = "vulkanDeferredshadows"
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SHADER_DIR = "deferredshadows"
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ASSETS_MODELS = ["openbox.dae"]
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ASSETS_TEXTURES = ["stonefloor02_color_astc_8x8_unorm.ktx", "stonefloor02_color_bc3_unorm.ktx", "stonefloor02_normal_astc_8x8_unorm.ktx", "stonefloor02_normal_bc3_unorm.ktx", "stonefloor02_color_etc2_unorm.ktx", "stonefloor02_normal_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 and model
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if not os.path.exists("./assets/models/armor/"):
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os.makedirs("./assets/models/armor/")
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for file in glob.glob("../../data/models/armor/*.*"):
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shutil.copy(file, "./assets/models/armor")
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# Textures from base
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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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if not os.path.exists("./assets/models"):
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os.makedirs("./assets/models")
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for file in ASSETS_MODELS:
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shutil.copy("../../data/models/%s" % file, "./assets/models")
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# Icon
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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/stonefloor02_color_astc_8x8_unorm.ktx
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BIN
data/textures/stonefloor02_color_astc_8x8_unorm.ktx
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Binary file not shown.
BIN
data/textures/stonefloor02_color_bc3_unorm.ktx
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BIN
data/textures/stonefloor02_color_bc3_unorm.ktx
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Binary file not shown.
BIN
data/textures/stonefloor02_color_etc2_unorm.ktx
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BIN
data/textures/stonefloor02_color_etc2_unorm.ktx
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Binary file not shown.
BIN
data/textures/stonefloor02_normal_astc_8x8_unorm.ktx
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BIN
data/textures/stonefloor02_normal_astc_8x8_unorm.ktx
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Binary file not shown.
BIN
data/textures/stonefloor02_normal_bc3_unorm.ktx
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BIN
data/textures/stonefloor02_normal_bc3_unorm.ktx
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data/textures/stonefloor02_normal_etc2_unorm.ktx
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BIN
data/textures/stonefloor02_normal_etc2_unorm.ktx
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Binary file not shown.
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@ -184,8 +184,6 @@ public:
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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timerSpeed *= 0.25f;
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paused = true;
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// Device features to be enabled for this example
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enabledFeatures.geometryShader = VK_TRUE;
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}
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~VulkanExample()
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@ -232,6 +230,18 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Geometry shader support is required for writing to multiple shadow map layers in one single pass
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if (deviceFeatures.geometryShader) {
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enabledFeatures.geometryShader = VK_TRUE;
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}
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else {
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vks::tools::exitFatal("Selected GPU does not support geometry shaders!", "Feature not supported");
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}
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}
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// Prepare a layered shadow map with each layer containing depth from a light's point of view
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// The shadow mapping pass uses geometry shader instancing to output the scene from the different
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// light sources' point of view to the layers of the depth attachment in one single pass
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@ -417,10 +427,30 @@ public:
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modelCreateInfo.center = glm::vec3(0.0f, 2.3f, 0.0f);
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models.background.loadFromFile(getAssetPath() + "models/openbox.dae", vertexLayout, &modelCreateInfo, vulkanDevice, queue);
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textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.background.colorMap.loadFromFile(getAssetPath() + "textures/pattern_57_diffuse_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.background.normalMap.loadFromFile(getAssetPath() + "textures/pattern_57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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// Textures
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std::string texFormatSuffix;
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VkFormat texFormat;
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// Get supported compressed texture format
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if (vulkanDevice->features.textureCompressionBC) {
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texFormatSuffix = "_bc3_unorm";
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texFormat = VK_FORMAT_BC3_UNORM_BLOCK;
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}
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else if (vulkanDevice->features.textureCompressionASTC_LDR) {
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texFormatSuffix = "_astc_8x8_unorm";
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texFormat = VK_FORMAT_ASTC_8x8_UNORM_BLOCK;
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}
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else if (vulkanDevice->features.textureCompressionETC2) {
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texFormatSuffix = "_etc2_unorm";
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texFormat = VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
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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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textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/color" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normal" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.background.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor02_color" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.background.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor02_normal" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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}
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void reBuildCommandBuffers()
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@ -914,8 +944,8 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
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// Shadow mapping pipeline
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// The shadow mapping pipeline uses geometry shader instancing (invoctations layout modifier) to output
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// shadow maps for multiple lights sources into the different shadiw map layers in one single render pass
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// The shadow mapping pipeline uses geometry shader instancing (invocations layout modifier) to output
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// shadow maps for multiple lights sources into the different shadow map layers in one single render pass
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std::array<VkPipelineShaderStageCreateInfo, 3> shadowStages;
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shadowStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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