Android asset loading for height map
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1 changed files with 20 additions and 0 deletions
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@ -342,9 +342,25 @@ public:
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uint32_t dim;
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uint32_t scale;
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public:
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#if defined(__ANDROID__)
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HeightMap(std::string filename, uint32_t patchsize, AAssetManager* assetManager)
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#else
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HeightMap(std::string filename, uint32_t patchsize)
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#endif
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{
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#if defined(__ANDROID__)
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AAsset* asset = AAssetManager_open(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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void *textureData = malloc(size);
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AAsset_read(asset, textureData, size);
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AAsset_close(asset);
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gli::texture2D heightTex(gli::load((const char*)textureData, size));
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free(textureData);
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#else
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gli::texture2D heightTex(gli::load(filename));
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#endif
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dim = static_cast<uint32_t>(heightTex.dimensions().x);
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heightdata = new uint16_t[dim * dim];
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memcpy(heightdata, heightTex.data(), heightTex.size());
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@ -396,7 +412,11 @@ public:
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}
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// Calculate normals from height map using a sobel filter
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#if defined(__ANDROID__)
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HeightMap heightMap(getAssetPath() + "textures/terrain_heightmap_r16.ktx", PATCH_SIZE, androidApp->activity->assetManager);
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#else
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HeightMap heightMap(getAssetPath() + "textures/terrain_heightmap_r16.ktx", PATCH_SIZE);
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#endif
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for (auto x = 0; x < PATCH_SIZE; x++)
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{
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for (auto y = 0; y < PATCH_SIZE; y++)
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