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Showing posts from 2021

glTF loader for Android Vulkan

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This post is going to introduce how we integrate with an existing glTF loader library to make it be able to show glTF models in our Vulkan rendering framework,  vulkan-android . tinygltf In the beginning, we don't want to make our new own wheel, so choosing  tinygltf as our glTF loader. tinygltf is a C++11 based library that would help us support all possible cross-platform project easily. tinygltf setup in Android Studio In  vulkan-android  project, we put third party libraries into third_party folder. Therefore, we need to include tinygltf from third_party folder in app/CMakeLists.txt as below. set(THIRD_PARTY_DIR ../../third_party) include_directories(${THIRD_PARTY_DIR}/tinygltf) Model loading from tinygltf We are going to load a gltf ASCII or binary format model from the storage. tinygltf provides two APIs , they are LoadBinaryFromFile() and LoadASCIIFromFile() respectively based on the extension name is *.glb or *.gltf. TinyGLTF loader will return a tinygltf Model that incl

Drawing textured cube with Vulkan on Android

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Vulkan is a modern hardware-accelerated Graphics API. Its goal is providing an high efficient way in low-level graphics and compute on modern GPUs for PC, mobile, and embedded devices. I am personally working a self training project, vulkan-android , to teach myself how to use this new APIs. The difference between OpenGL and Vulkan OpenGL: Higher level API in comparison with Vulkan, and the next generation of OpenGL 4 will be Vulkan.   Cross-platform and Cross-language (mostly still based on C/C++, but people implemented diverse versions and expose similar API binding based on OpenGL C++, WebGL is a good example).  Mainly used in 3D graphics and 2D image processing to interact with GPU in order to achieve hardware acceleration. Don't have a command buffer can be manipulated at the application side. That means we will be easily see draw calls being the performance bottleneck in a big and complex 3D scene. Vulkan: Cross-platform and low-overhead. Erase the boundary between GPU API an

C++ unit testing & CI integration in GitHub (2/2)

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Based on the previous post , we are able to integrate our Android JNI project with CI tools, Circle-CI and GitHub Actions. However, we still have a little unperfected because we were unable to enable an Android emulator running for Android JNI unit tests. Now, I think I got a solution, it is using Android Emulator Runner . Add a job for Android Emulator When I first saw the instruction from  Android Emulator Runner , I was thinking it should be super easy and should not take me an hour, but I was wrong... Let's use the sample config from that Android Emulator Runner link. jobs: test: runs-on: macos-latest steps: - name: checkout uses: actions/checkout@v2 - name: run tests uses: reactivecircus/android-emulator-runner@v2 with: api-level: 29 script: ./gradlew connectedCheck This test job is run on a Mac OS machine and going to checkout your code from the repo and launch an Android emulators. I am supposed Linux and Windows machine a

C++ unit testing & CI integration in GitHub (I/2)

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I am working on a side project,  Vulkan-Android , that is based on Java, JNI, C++, and Vulkan for Android platform. It also uses my C++ math library. Therefore, the requirement of my build and unit tests are around C++. First of all, I would make sure the unit tests in local are run properly. C++ unit test on Mac OS On Mac OS, I think the most convenient way to do unit testing for C++ is writing XCT in Xcode. In the beginning, we need to create a test plan in Xcode. It will helps us create a schema, then, in the test navigator, create a new Unit Test Target. Due to XCT was originally designed for Objective-C or Swift, if we wanna test our C++ code, we need a workaround by making the file extension name to be *.mm . And then, write down the unit tests as below: #import <XCTest/XCTest.h> #include "Vector3d.h" using namespace gfx_math; @interface testVector3D : XCTestCase @end @implementation testVector3D - (void)setUp { // Put setup code here. This method is cal