Asset loading for Android (#97)
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3 changed files with 81 additions and 10 deletions
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@ -431,17 +431,35 @@ namespace vkTools
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}
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// Load a cubemap texture (single file)
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void loadCubemap(const char* filename, VkFormat format, VulkanTexture *texture)
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void loadCubemap(std::string filename, VkFormat format, VulkanTexture *texture)
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{
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VkFormatProperties formatProperties;
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#if defined(__ANDROID__)
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assert(assetManager != nullptr);
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// Textures are stored inside the apk on Android (compressed)
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// So they need to be loaded via the asset manager
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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::textureCube texCube(gli::load((const char*)textureData, size));
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free(textureData);
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#else
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gli::textureCube texCube(gli::load(filename));
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#endif
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assert(!texCube.empty());
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texture->width = (uint32_t)texCube[0].dimensions().x;
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texture->height = (uint32_t)texCube[0].dimensions().y;
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// Get device properites for the requested texture format
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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@ -630,11 +648,29 @@ namespace vkTools
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}
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// Load an array texture (single file)
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void loadTextureArray(const char* filename, VkFormat format, VulkanTexture *texture)
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void loadTextureArray(std::string filename, VkFormat format, VulkanTexture *texture)
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{
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VkFormatProperties formatProperties;
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#if defined(__ANDROID__)
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assert(assetManager != nullptr);
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// Textures are stored inside the apk on Android (compressed)
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// So they need to be loaded via the asset manager
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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::texture2DArray tex2DArray(gli::load((const char*)textureData, size));
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free(textureData);
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#else
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gli::texture2DArray tex2DArray(gli::load(filename));
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#endif
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assert(!tex2DArray.empty());
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texture->width = tex2DArray.dimensions().x;
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@ -642,6 +678,7 @@ namespace vkTools
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texture->layerCount = tex2DArray.layers();
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// Get device properites for the requested texture format
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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