diff --git a/base/vulkanMeshLoader.hpp b/base/vulkanMeshLoader.hpp index 1826212d..5f6298db 100644 --- a/base/vulkanMeshLoader.hpp +++ b/base/vulkanMeshLoader.hpp @@ -32,6 +32,10 @@ #include #include +#if defined(__ANDROID__) +#include +#endif + namespace vkMeshLoader { typedef enum VertexLayout { @@ -208,6 +212,10 @@ private: } public: +#if defined(__ANDROID__) + AAssetManager* assetManager = nullptr; +#endif + std::vector m_Entries; struct Dimension @@ -246,25 +254,43 @@ public: } // Loads the mesh with some default flags - bool LoadMesh(const std::string& Filename) + bool LoadMesh(const std::string& filename) { int flags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals; - return LoadMesh(Filename, flags); + return LoadMesh(filename, flags); } // Load the mesh with custom flags - bool LoadMesh(const std::string& Filename, int flags) + bool LoadMesh(const std::string& filename, int flags) { - pScene = Importer.ReadFile(Filename.c_str(), flags); +#if defined(__ANDROID__) + // Meshes are stored inside the apk on Android (compressed) + // So they need to be loaded via the asset manager + + AAsset* asset = AAssetManager_open(assetManager, filename.c_str(), AASSET_MODE_STREAMING); + assert(asset); + size_t size = AAsset_getLength(asset); + assert(size > 0); + + void *meshData = malloc(size); + AAsset_read(asset, meshData, size); + AAsset_close(asset); + + pScene = Importer.ReadFileFromMemory(meshData, size, flags); + + free(meshData); +#else + pScene = Importer.ReadFile(filename.c_str(), flags); +#endif if (pScene) { - return InitFromScene(pScene, Filename); + return InitFromScene(pScene, filename); } else { - printf("Error parsing '%s': '%s'\n", Filename.c_str(), Importer.GetErrorString()); + printf("Error parsing '%s': '%s'\n", filename.c_str(), Importer.GetErrorString()); return false; } } diff --git a/base/vulkanTextureLoader.hpp b/base/vulkanTextureLoader.hpp index ecee4536..fb46cf5b 100644 --- a/base/vulkanTextureLoader.hpp +++ b/base/vulkanTextureLoader.hpp @@ -431,17 +431,35 @@ namespace vkTools } // Load a cubemap texture (single file) - void loadCubemap(const char* filename, VkFormat format, VulkanTexture *texture) + void loadCubemap(std::string filename, VkFormat format, VulkanTexture *texture) { - VkFormatProperties formatProperties; +#if defined(__ANDROID__) + assert(assetManager != nullptr); + // Textures are stored inside the apk on Android (compressed) + // So they need to be loaded via the asset manager + AAsset* asset = AAssetManager_open(assetManager, filename.c_str(), AASSET_MODE_STREAMING); + assert(asset); + size_t size = AAsset_getLength(asset); + assert(size > 0); + + void *textureData = malloc(size); + AAsset_read(asset, textureData, size); + AAsset_close(asset); + + gli::textureCube texCube(gli::load((const char*)textureData, size)); + + free(textureData); +#else gli::textureCube texCube(gli::load(filename)); +#endif assert(!texCube.empty()); texture->width = (uint32_t)texCube[0].dimensions().x; texture->height = (uint32_t)texCube[0].dimensions().y; // Get device properites for the requested texture format + VkFormatProperties formatProperties; vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties); VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo(); @@ -630,11 +648,29 @@ namespace vkTools } // Load an array texture (single file) - void loadTextureArray(const char* filename, VkFormat format, VulkanTexture *texture) + void loadTextureArray(std::string filename, VkFormat format, VulkanTexture *texture) { - VkFormatProperties formatProperties; +#if defined(__ANDROID__) + assert(assetManager != nullptr); + // Textures are stored inside the apk on Android (compressed) + // So they need to be loaded via the asset manager + AAsset* asset = AAssetManager_open(assetManager, filename.c_str(), AASSET_MODE_STREAMING); + assert(asset); + size_t size = AAsset_getLength(asset); + assert(size > 0); + + void *textureData = malloc(size); + AAsset_read(asset, textureData, size); + AAsset_close(asset); + + gli::texture2DArray tex2DArray(gli::load((const char*)textureData, size)); + + free(textureData); +#else gli::texture2DArray tex2DArray(gli::load(filename)); +#endif + assert(!tex2DArray.empty()); texture->width = tex2DArray.dimensions().x; @@ -642,6 +678,7 @@ namespace vkTools texture->layerCount = tex2DArray.layers(); // Get device properites for the requested texture format + VkFormatProperties formatProperties; vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties); VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo(); diff --git a/base/vulkanexamplebase.cpp b/base/vulkanexamplebase.cpp index 7275b9c3..0de462f1 100644 --- a/base/vulkanexamplebase.cpp +++ b/base/vulkanexamplebase.cpp @@ -219,6 +219,9 @@ void VulkanExampleBase::prepare() createSetupCommandBuffer(); // Create a simple texture loader class textureLoader = new vkTools::VulkanTextureLoader(physicalDevice, device, queue, cmdPool); +#if defined(__ANDROID__) + textureLoader->assetManager = androidApp->activity->assetManager; +#endif } VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShader(std::string fileName, VkShaderStageFlagBits stage) @@ -291,6 +294,11 @@ void VulkanExampleBase::loadMesh( float scale) { VulkanMeshLoader *mesh = new VulkanMeshLoader(); + +#if defined(__ANDROID__) + mesh->assetManager = androidApp->activity->assetManager; +#endif + mesh->LoadMesh(filename); assert(mesh->m_Entries.size() > 0);