Android asset loading
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1 changed files with 9 additions and 12 deletions
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@ -32,6 +32,9 @@
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
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#endif
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#include "tiny_gltf.h"
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#include <vulkan/vulkan.h>
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@ -494,19 +497,10 @@ public:
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#if defined(__ANDROID__)
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// On Android all assets are packed with the apk in a compressed form, so we need to open them using the asset manager
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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char* fileData = new char[size];
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AAsset_read(asset, fileData, size);
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AAsset_close(asset);
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std::string baseDir;
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bool fileLoaded = gltfContext.LoadASCIIFromString(&glTFInput, &error, &warning, fileData, size, baseDir);
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free(fileData);
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#else
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bool fileLoaded = gltfContext.LoadASCIIFromFile(&glTFInput, &error, &warning, filename);
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// We let tinygltf handle this, by passing the asset manager of our app
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tinygltf::asset_manager = androidApp->activity->assetManager;
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#endif
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bool fileLoaded = gltfContext.LoadASCIIFromFile(&glTFInput, &error, &warning, filename);
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// Pass some Vulkan resources required for setup and rendering to the glTF model loading class
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glTFModel.vulkanDevice = vulkanDevice;
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@ -527,6 +521,9 @@ public:
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}
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else {
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std::cerr << "Could not load gltf file: " << error << std::endl;
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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LOGE("Could not load glTF file from %s: %s", filename.c_str(), error.c_str());
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#endif
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return;
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}
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