Android support for Vulkan demo scene (#97)
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6ee70824e5
commit
edf195efb6
9 changed files with 167 additions and 25 deletions
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@ -12,8 +12,9 @@ if "%1" == "" (
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call build %2
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IF EXIST vulkan%1.apk (
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if "%2" == "-deploy" (
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echo deploying to device
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IF EXIST vulkan%1.apk (
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adb install -r vulkan%1.apk
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adb install -r vulkan%1.apk
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)
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)
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xcopy vulkan%1.apk "..\bin\" /Y
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1
android/build-vulkanscene.bat
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1
android/build-vulkanscene.bat
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@ -0,0 +1 @@
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_build vulkanscene %1
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10
android/vulkanscene/.gitignore
vendored
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10
android/vulkanscene/.gitignore
vendored
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@ -0,0 +1,10 @@
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/assets/
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/res/
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/bin/
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/libs/
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/obj/
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/build.xml
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/local.properties
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/project.properties
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/proguard-project.txt
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*.apk
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27
android/vulkanscene/AndroidManifest.xml
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27
android/vulkanscene/AndroidManifest.xml
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@ -0,0 +1,27 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="de.saschawillems.vulkanScene"
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:minSdkVersion="19" />
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<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
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<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
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<uses-feature android:name="android.software.leanback" android:required="false"/>
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<application android:label="vulkanScene" android:icon="@drawable/icon" android:hasCode="false">
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<activity android:name="android.app.NativeActivity"
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android:label="Vulkan Demo Scene"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:launchMode="singleTask"
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android:configChanges="orientation|screenSize|keyboardHidden">
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<meta-data android:name="android.app.lib_name" android:value="vulkanScene" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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<category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
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</intent-filter>
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</activity>
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</application>
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</manifest>
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26
android/vulkanscene/build.bat
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26
android/vulkanscene/build.bat
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@ -0,0 +1,26 @@
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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\vulkanscene"
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xcopy "..\..\data\shaders\vulkanscene\*.spv" "assets\shaders\vulkanscene" /Y
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mkdir "assets\textures"
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xcopy "..\..\data\textures\cubemap_vulkan.ktx" "assets\textures" /Y
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mkdir "assets\models"
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xcopy "..\..\data\models\vulkanscenelogos.dae" "assets\models" /Y
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xcopy "..\..\data\models\vulkanscenebackground.dae" "assets\models" /Y
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xcopy "..\..\data\models\vulkanscenemodels.dae" "assets\models" /Y
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xcopy "..\..\data\models\cube.obj" "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=vulkanScene.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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47
android/vulkanscene/jni/Android.mk
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47
android/vulkanscene/jni/Android.mk
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@ -0,0 +1,47 @@
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LOCAL_PATH := $(call my-dir)/../../vulkanscene
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# assimp
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include $(CLEAR_VARS)
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LOCAL_MODULE := assimp
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LOCAL_SRC_FILES := $(LOCAL_PATH)/../../libs/assimp/$(TARGET_ARCH_ABI)/libassimp.a
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include $(PREBUILT_STATIC_LIBRARY)
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# vulkan example
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DATADIR := $(LOCAL_PATH)/../../data
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include $(CLEAR_VARS)
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LOCAL_MODULE := vulkanScene
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PROJECT_FILES := $(wildcard $(LOCAL_PATH)/../../vulkanscene/*.cpp)
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PROJECT_FILES += $(wildcard $(LOCAL_PATH)/../../base/*.cpp)
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LOCAL_CPPFLAGS := -std=c++11
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LOCAL_CPPFLAGS += -D__STDC_LIMIT_MACROS
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LOCAL_CPPFLAGS += -DVK_NO_PROTOTYPES
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LOCAL_CPPFLAGS += -DVK_USE_PLATFORM_ANDROID_KHR
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../external/
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LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/glm
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LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/gli
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LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/assimp
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LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/
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#LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/android
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LOCAL_SRC_FILES := $(PROJECT_FILES)
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LOCAL_LDLIBS := -landroid -llog -lz
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LOCAL_DISABLE_FORMAT_STRING_CHECKS := true
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LOCAL_STATIC_LIBRARIES += android_native_app_glue
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LOCAL_STATIC_LIBRARIES += cpufeatures
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LOCAL_STATIC_LIBRARIES += libassimp
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include $(BUILD_SHARED_LIBRARY)
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$(call import-module, android/native_app_glue)
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$(call import-module, android/cpufeatures)
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5
android/vulkanscene/jni/Application.mk
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5
android/vulkanscene/jni/Application.mk
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@ -0,0 +1,5 @@
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APP_PLATFORM := android-19
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APP_ABI := armeabi-v7a
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APP_STL := c++_static
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APP_CPPFLAGS := -std=c++11
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NDK_TOOLCHAIN_VERSION := clang
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@ -610,4 +610,3 @@ int main(const int argc, const char *argv[])
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return 0;
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#endif
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}
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@ -113,7 +113,7 @@ public:
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void loadTextures()
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{
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textureLoader->loadCubemap(
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"./../data/textures/cubemap_vulkan.ktx",
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getAssetPath() + "textures/cubemap_vulkan.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
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&textures.skybox);
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}
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@ -216,13 +216,21 @@ public:
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// Load meshes for demos scene
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demoMeshes.logos = new VulkanMeshLoader();
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demoMeshes.logos->LoadMesh("../data/models/vulkanscenelogos.dae");
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demoMeshes.background = new VulkanMeshLoader();
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demoMeshes.background->LoadMesh("../data/models/vulkanscenebackground.dae");
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demoMeshes.models = new VulkanMeshLoader();
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demoMeshes.models->LoadMesh("../data/models/vulkanscenemodels.dae");
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demoMeshes.skybox = new VulkanMeshLoader();
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demoMeshes.skybox->LoadMesh("../data/models/cube.obj");
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#if defined(__ANDROID__)
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demoMeshes.logos->assetManager = androidApp->activity->assetManager;
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demoMeshes.background->assetManager = androidApp->activity->assetManager;
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demoMeshes.models->assetManager = androidApp->activity->assetManager;
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demoMeshes.skybox->assetManager = androidApp->activity->assetManager;
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#endif
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demoMeshes.logos->LoadMesh(getAssetPath() + "models/vulkanscenelogos.dae");
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demoMeshes.background->LoadMesh(getAssetPath() + "models/vulkanscenebackground.dae");
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demoMeshes.models->LoadMesh(getAssetPath() + "models/vulkanscenemodels.dae");
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demoMeshes.skybox->LoadMesh(getAssetPath() + "models/cube.obj");
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std::vector<VulkanMeshLoader*> meshList;
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meshList.push_back(demoMeshes.skybox); // skybox first because of depth writes
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@ -478,8 +486,8 @@ public:
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// Pipeline for the meshes (armadillo, bunny, etc.)
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader("./../data/shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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@ -502,16 +510,16 @@ public:
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assert(!err);
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// Pipeline for the logos
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shaderStages[0] = loadShader("./../data/shaders/vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.logos);
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assert(!err);
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// Pipeline for the sky sphere (todo)
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; // Inverted culling
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depthStencilState.depthWriteEnable = VK_FALSE; // No depth writes
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shaderStages[0] = loadShader("./../data/shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox);
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assert(!err);
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@ -595,8 +603,7 @@ 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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@ -605,33 +612,52 @@ 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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}
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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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#endif
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}
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