Asset loading for Android (#97)
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0966d21dc2
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3 changed files with 81 additions and 10 deletions
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@ -32,6 +32,10 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#if defined(__ANDROID__)
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#include <android/asset_manager.h>
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#endif
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namespace vkMeshLoader
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{
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typedef enum VertexLayout {
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@ -208,6 +212,10 @@ private:
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}
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public:
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#if defined(__ANDROID__)
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AAssetManager* assetManager = nullptr;
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#endif
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std::vector<MeshEntry> m_Entries;
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struct Dimension
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@ -246,25 +254,43 @@ public:
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}
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// Loads the mesh with some default flags
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bool LoadMesh(const std::string& Filename)
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bool LoadMesh(const std::string& filename)
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{
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int flags = aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;
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return LoadMesh(Filename, flags);
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return LoadMesh(filename, flags);
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}
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// Load the mesh with custom flags
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bool LoadMesh(const std::string& Filename, int flags)
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bool LoadMesh(const std::string& filename, int flags)
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{
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pScene = Importer.ReadFile(Filename.c_str(), flags);
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#if defined(__ANDROID__)
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// Meshes 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 *meshData = malloc(size);
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AAsset_read(asset, meshData, size);
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AAsset_close(asset);
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pScene = Importer.ReadFileFromMemory(meshData, size, flags);
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free(meshData);
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#else
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pScene = Importer.ReadFile(filename.c_str(), flags);
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#endif
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if (pScene)
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{
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return InitFromScene(pScene, Filename);
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return InitFromScene(pScene, filename);
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}
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else
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{
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printf("Error parsing '%s': '%s'\n", Filename.c_str(), Importer.GetErrorString());
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printf("Error parsing '%s': '%s'\n", filename.c_str(), Importer.GetErrorString());
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return false;
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}
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}
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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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@ -219,6 +219,9 @@ void VulkanExampleBase::prepare()
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createSetupCommandBuffer();
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// Create a simple texture loader class
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textureLoader = new vkTools::VulkanTextureLoader(physicalDevice, device, queue, cmdPool);
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#if defined(__ANDROID__)
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textureLoader->assetManager = androidApp->activity->assetManager;
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#endif
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}
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VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShader(std::string fileName, VkShaderStageFlagBits stage)
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@ -291,6 +294,11 @@ void VulkanExampleBase::loadMesh(
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float scale)
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{
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VulkanMeshLoader *mesh = new VulkanMeshLoader();
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#if defined(__ANDROID__)
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mesh->assetManager = androidApp->activity->assetManager;
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#endif
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mesh->LoadMesh(filename);
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assert(mesh->m_Entries.size() > 0);
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