/* * Vulkan Example - Font rendering using signed distance fields * * Font generated using https://github.com/libgdx/libgdx/wiki/Hiero * * Copyright (C) 2016 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ #include #include #include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include "vulkanexamplebase.h" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false // Vertex layout for this example struct Vertex { float pos[3]; float uv[2]; }; // AngelCode .fnt format structs and classes struct bmchar { uint32_t x, y; uint32_t width; uint32_t height; int32_t xoffset; int32_t yoffset; int32_t xadvance; uint32_t page; }; // Quick and dirty : complete ASCII table // Only chars present in the .fnt are filled with data! std::array fontChars; int32_t nextValuePair(std::stringstream *stream) { std::string pair; *stream >> pair; uint32_t spos = pair.find("="); std::string value = pair.substr(spos + 1); int32_t val = std::stoi(value); return val; } class VulkanExample : public VulkanExampleBase { public: bool splitScreen = true; struct { vkTools::VulkanTexture fontSDF; vkTools::VulkanTexture fontBitmap; } textures; struct { VkBuffer buf; VkDeviceMemory mem; VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; struct { int count; VkBuffer buf; VkDeviceMemory mem; } indices; struct { vkTools::UniformData vs; vkTools::UniformData fs; } uniformData; struct { glm::mat4 projection; glm::mat4 model; } uboVS; struct { glm::vec4 outlineColor = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f); float outlineWidth = 0.6f; float outline = true; } uboFS; struct { VkPipeline sdf; VkPipeline bitmap; } pipelines; struct { VkDescriptorSet sdf; VkDescriptorSet bitmap; } descriptorSets; VkPipelineLayout pipelineLayout; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -2.0f; enableTextOverlay = true; title = "Vulkan Example - Distance field fonts"; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class // Clean up texture resources textureLoader->destroyTexture(textures.fontSDF); textureLoader->destroyTexture(textures.fontBitmap); vkDestroyPipeline(device, pipelines.sdf, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); vkDestroyBuffer(device, vertices.buf, nullptr); vkFreeMemory(device, vertices.mem, nullptr); vkDestroyBuffer(device, indices.buf, nullptr); vkFreeMemory(device, indices.mem, nullptr); vkDestroyBuffer(device, uniformData.vs.buffer, nullptr); vkFreeMemory(device, uniformData.vs.memory, nullptr); } // Basic parser fpr AngelCode bitmap font format files // See http://www.angelcode.com/products/bmfont/doc/file_format.html for details void parsebmFont() { std::string fileName = getAssetPath() + "font.fnt"; #if defined(__ANDROID__) // Font description file is stored inside the apk // So we need to load it using the asset manager AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName.c_str(), AASSET_MODE_STREAMING); assert(asset); size_t size = AAsset_getLength(asset); assert(size > 0); void *fileData = malloc(size); AAsset_read(asset, fileData, size); AAsset_close(asset); std::stringbuf sbuf((const char*)fileData); std::istream istream(&sbuf); #else std::filebuf fileBuffer; fileBuffer.open(fileName, std::ios::in); std::istream istream(&fileBuffer); #endif assert(istream.good()); while (!istream.eof()) { std::string line; std::stringstream lineStream; std::getline(istream, line); lineStream << line; std::string info; lineStream >> info; if (info == "char") { std::string pair; // char id uint32_t charid = nextValuePair(&lineStream); // Char properties fontChars[charid].x = nextValuePair(&lineStream); fontChars[charid].y = nextValuePair(&lineStream); fontChars[charid].width = nextValuePair(&lineStream); fontChars[charid].height = nextValuePair(&lineStream); fontChars[charid].xoffset = nextValuePair(&lineStream); fontChars[charid].yoffset = nextValuePair(&lineStream); fontChars[charid].xadvance = nextValuePair(&lineStream); fontChars[charid].page = nextValuePair(&lineStream); } } } void loadTextures() { textureLoader->loadTexture( getAssetPath() + "textures/font_sdf_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.fontSDF); textureLoader->loadTexture( getAssetPath() + "textures/font_bitmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.fontBitmap); } void reBuildCommandBuffers() { if (!checkCommandBuffers()) { destroyCommandBuffers(); createCommandBuffers(); } buildCommandBuffers(); } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo(); renderPassBeginInfo.renderPass = renderPass; renderPassBeginInfo.renderArea.offset.x = 0; renderPassBeginInfo.renderArea.offset.y = 0; renderPassBeginInfo.renderArea.extent.width = width; renderPassBeginInfo.renderArea.extent.height = height; renderPassBeginInfo.clearValueCount = 2; renderPassBeginInfo.pClearValues = clearValues; for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { renderPassBeginInfo.framebuffer = frameBuffers[i]; VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vkTools::initializers::viewport((float)width, (splitScreen) ? (float)height / 2.0f : (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); VkDeviceSize offsets[1] = { 0 }; // Signed distance field font vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.sdf, 0, NULL); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.sdf); vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32); vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 0); // Linear filtered bitmap font if (splitScreen) { viewport.y = (float)height / 2.0f; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.bitmap, 0, NULL); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bitmap); vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32); vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 0); } vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } // Creates a vertex buffer containing quads for the passed text void generateText(std:: string text) { std::vector vertexBuffer; std::vector indexBuffer; uint32_t indexOffset = 0; float w = textures.fontSDF.width; float posx = 0.0f; float posy = 0.0f; for (uint32_t i = 0; i < text.size(); i++) { bmchar *charInfo = &fontChars[(int)text[i]]; if (charInfo->width == 0) charInfo->width = 36; float charw = ((float)(charInfo->width) / 36.0f); float dimx = 1.0f * charw; float charh = ((float)(charInfo->height) / 36.0f); float dimy = 1.0f * charh; posy = 1.0f - charh; float us = charInfo->x / w; float ue = (charInfo->x + charInfo->width) / w; float ts = charInfo->y / w; float te = (charInfo->y + charInfo->height) / w; float xo = charInfo->xoffset / 36.0f; float yo = charInfo->yoffset / 36.0f; vertexBuffer.push_back({ { posx + dimx + xo, posy + dimy, 0.0f }, { ue, te } }); vertexBuffer.push_back({ { posx + xo, posy + dimy, 0.0f }, { us, te } }); vertexBuffer.push_back({ { posx + xo, posy, 0.0f }, { us, ts } }); vertexBuffer.push_back({ { posx + dimx + xo, posy, 0.0f }, { ue, ts } }); std::array indices = { 0,1,2, 2,3,0 }; for (auto& index : indices) { indexBuffer.push_back(indexOffset + index); } indexOffset += 4; float advance = ((float)(charInfo->xadvance) / 36.0f); posx += advance; } indices.count = indexBuffer.size(); // Center for (auto& v : vertexBuffer) { v.pos[0] -= posx / 2.0f; v.pos[1] -= 0.5f; } createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, vertexBuffer.size() * sizeof(Vertex), vertexBuffer.data(), &vertices.buf, &vertices.mem); createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT, indexBuffer.size() * sizeof(uint32_t), indexBuffer.data(), &indices.buf, &indices.mem); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vkTools::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(2); // Location 0 : Position vertices.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Texture coordinates vertices.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3); vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); } void setupDescriptorPool() { std::vector poolSizes = { vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4), vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vkTools::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 2); VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool); assert(!vkRes); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 1 : Fragment shader image sampler vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 2 : Fragment shader uniform buffer vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2) }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); // Signed distance front descriptor set VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.sdf)); // Image descriptor for the color map texture VkDescriptorImageInfo texDescriptor = vkTools::initializers::descriptorImageInfo( textures.fontSDF.sampler, textures.fontSDF.view, VK_IMAGE_LAYOUT_GENERAL); std::vector writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( descriptorSets.sdf, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vs.descriptor), // Binding 1 : Fragment shader texture sampler vkTools::initializers::writeDescriptorSet( descriptorSets.sdf, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor), // Binding 2 : Fragment shader uniform buffer vkTools::initializers::writeDescriptorSet( descriptorSets.sdf, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformData.fs.descriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); // Default font rendering descriptor set VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bitmap)); // Image descriptor for the color map texture texDescriptor.sampler = textures.fontBitmap.sampler; texDescriptor.imageView = textures.fontBitmap.view; writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( descriptorSets.bitmap, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vs.descriptor), // Binding 1 : Fragment shader texture sampler vkTools::initializers::writeDescriptorSet( descriptorSets.bitmap, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vkTools::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vkTools::initializers::pipelineColorBlendAttachmentState( 0xf, VK_TRUE); blendAttachmentState.blendEnable = VK_TRUE; blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; VkPipelineColorBlendStateCreateInfo colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo( 1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vkTools::initializers::pipelineDepthStencilStateCreateInfo( VK_FALSE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vkTools::initializers::pipelineMultisampleStateCreateInfo( VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vkTools::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/distancefieldfonts/sdf.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/sdf.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::initializers::pipelineCreateInfo( pipelineLayout, renderPass, 0); pipelineCreateInfo.pVertexInputState = &vertices.inputState; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.pStages = shaderStages.data(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sdf)); // Default bitmap font rendering pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bitmap)); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Vertex shader uniform buffer block createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, sizeof(uboVS), nullptr, &uniformData.vs.buffer, &uniformData.vs.memory, &uniformData.vs.descriptor); // Fragment sahder uniform buffer block // Contains font rendering parameters createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, sizeof(uboFS), nullptr, &uniformData.fs.buffer, &uniformData.fs.memory, &uniformData.fs.descriptor); updateUniformBuffers(); updateFontSettings(); } void updateUniformBuffers() { // Vertex shader glm::mat4 viewMatrix = glm::mat4(); uboVS.projection = glm::perspective(glm::radians(splitScreen ? 30.0f : 45.0f), (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 0.001f, 256.0f); viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, splitScreen ? zoom : zoom - 2.0f)); uboVS.model = glm::mat4(); uboVS.model = viewMatrix * glm::translate(uboVS.model, cameraPos); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); uint8_t *pData; VK_CHECK_RESULT(vkMapMemory(device, uniformData.vs.memory, 0, sizeof(uboVS), 0, (void **)&pData)); memcpy(pData, &uboVS, sizeof(uboVS)); vkUnmapMemory(device, uniformData.vs.memory); } void updateFontSettings() { // Fragment shader uint8_t *pData; VK_CHECK_RESULT(vkMapMemory(device, uniformData.fs.memory, 0, sizeof(uboFS), 0, (void **)&pData)); memcpy(pData, &uboFS, sizeof(uboFS)); vkUnmapMemory(device, uniformData.fs.memory); } void draw() { VulkanExampleBase::prepareFrame(); // Command buffer to be sumitted to the queue submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Submit to queue VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { VulkanExampleBase::prepare(); parsebmFont(); loadTextures(); generateText("Vulkan"); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; vkDeviceWaitIdle(device); draw(); vkDeviceWaitIdle(device); } virtual void viewChanged() { updateUniformBuffers(); } void toggleSplitScreen() { splitScreen = !splitScreen; reBuildCommandBuffers(); updateUniformBuffers(); } void toggleFontOutline() { uboFS.outline = !uboFS.outline; updateFontSettings(); } virtual void keyPressed(uint32_t keyCode) { switch (keyCode) { case 0x53: case GAMEPAD_BUTTON_X: toggleSplitScreen(); break; case 0x4F: case GAMEPAD_BUTTON_A: toggleFontOutline(); break; } } virtual void getOverlayText(VulkanTextOverlay *textOverlay) { #if defined(__ANDROID__) textOverlay->addText("Press \"Button A\" to toggle outline", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("Press \"Button A\" to toggle splitscreen", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); #else textOverlay->addText("Press \"o\" to toggle outline", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("Press \"s\" to toggle splitscreen", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); #endif } }; VulkanExample *vulkanExample; #if defined(_WIN32) LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { if (vulkanExample != NULL) { vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam); } return (DefWindowProc(hWnd, uMsg, wParam, lParam)); } #elif defined(__linux__) && !defined(__ANDROID__) static void handleEvent(const xcb_generic_event_t *event) { if (vulkanExample != NULL) { vulkanExample->handleEvent(event); } } #endif // Main entry point #if defined(_WIN32) // Windows entry point int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) #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(); #if defined(_WIN32) vulkanExample->setupWindow(hInstance, WndProc); #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(); delete(vulkanExample); #if !defined(__ANDROID__) return 0; #endif }