Asset loading for Android (#97)

This commit is contained in:
saschawillems 2016-03-23 19:18:54 +01:00
parent 0966d21dc2
commit 6ee70824e5
3 changed files with 81 additions and 10 deletions

View file

@ -32,6 +32,10 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#if defined(__ANDROID__)
#include <android/asset_manager.h>
#endif
namespace vkMeshLoader namespace vkMeshLoader
{ {
typedef enum VertexLayout { typedef enum VertexLayout {
@ -208,6 +212,10 @@ private:
} }
public: public:
#if defined(__ANDROID__)
AAssetManager* assetManager = nullptr;
#endif
std::vector<MeshEntry> m_Entries; std::vector<MeshEntry> m_Entries;
struct Dimension struct Dimension
@ -246,25 +254,43 @@ public:
} }
// Loads the mesh with some default flags // 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; 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 // 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) if (pScene)
{ {
return InitFromScene(pScene, Filename); return InitFromScene(pScene, filename);
} }
else 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; return false;
} }
} }

View file

@ -431,17 +431,35 @@ namespace vkTools
} }
// Load a cubemap texture (single file) // 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)); gli::textureCube texCube(gli::load(filename));
#endif
assert(!texCube.empty()); assert(!texCube.empty());
texture->width = (uint32_t)texCube[0].dimensions().x; texture->width = (uint32_t)texCube[0].dimensions().x;
texture->height = (uint32_t)texCube[0].dimensions().y; texture->height = (uint32_t)texCube[0].dimensions().y;
// Get device properites for the requested texture format // Get device properites for the requested texture format
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties); vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo(); VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
@ -630,11 +648,29 @@ namespace vkTools
} }
// Load an array texture (single file) // 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)); gli::texture2DArray tex2DArray(gli::load(filename));
#endif
assert(!tex2DArray.empty()); assert(!tex2DArray.empty());
texture->width = tex2DArray.dimensions().x; texture->width = tex2DArray.dimensions().x;
@ -642,6 +678,7 @@ namespace vkTools
texture->layerCount = tex2DArray.layers(); texture->layerCount = tex2DArray.layers();
// Get device properites for the requested texture format // Get device properites for the requested texture format
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties); vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo(); VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();

View file

@ -219,6 +219,9 @@ void VulkanExampleBase::prepare()
createSetupCommandBuffer(); createSetupCommandBuffer();
// Create a simple texture loader class // Create a simple texture loader class
textureLoader = new vkTools::VulkanTextureLoader(physicalDevice, device, queue, cmdPool); 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) VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShader(std::string fileName, VkShaderStageFlagBits stage)
@ -291,6 +294,11 @@ void VulkanExampleBase::loadMesh(
float scale) float scale)
{ {
VulkanMeshLoader *mesh = new VulkanMeshLoader(); VulkanMeshLoader *mesh = new VulkanMeshLoader();
#if defined(__ANDROID__)
mesh->assetManager = androidApp->activity->assetManager;
#endif
mesh->LoadMesh(filename); mesh->LoadMesh(filename);
assert(mesh->m_Entries.size() > 0); assert(mesh->m_Entries.size() > 0);