Add new Android sample app (#190)

This sample app shows a lit, rotating cube
This commit is contained in:
Romain Guy
2018-08-31 14:20:57 -07:00
committed by GitHub
parent f14ff58a89
commit a6722c1f12
39 changed files with 1277 additions and 2 deletions

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@@ -9,6 +9,8 @@
import java.nio.file.Paths
import org.gradle.internal.os.OperatingSystem
import org.gradle.api.logging.Logger;
import org.gradle.api.logging.LogLevel;
def filamentToolsPath = file("../../../../out/release/filament")
if (project.hasProperty("filament_tools_dir")) {
@@ -24,6 +26,31 @@ if (!matcFullPath.any { path -> file(path).exists() }) {
"/bin. Ensure Filament has been built/installed before building this app.")
}
class LogOutputStream extends ByteArrayOutputStream {
private final Logger logger;
private final LogLevel level;
public LogOutputStream(Logger logger, LogLevel level) {
this.logger = logger;
this.level = level;
}
public Logger getLogger() {
return logger;
}
public LogLevel getLevel() {
return level;
}
@Override
public void flush() {
logger.log(level, toString());
reset();
}
}
// Custom task to compile material files using matc
// This task handles incremental builds
class MaterialCompiler extends DefaultTask {
@@ -46,7 +73,17 @@ class MaterialCompiler extends DefaultTask {
inputs.outOfDate { InputFileDetails outOfDate ->
def file = outOfDate.file
def out = new LogOutputStream(logger, LogLevel.INFO)
def err = new LogOutputStream(logger, LogLevel.ERROR)
def header = ("Compiling material " + file + "\n").getBytes()
err.write(header)
out.write(header)
project.exec {
standardOutput out
errorOutput err
executable "${matcPath}"
args('-O', '-p', 'mobile', '-o', getOutputFile(file), file)
}

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@@ -46,6 +46,7 @@ add_library(filament-jni SHARED
src/main/cpp/LightManager.cpp
src/main/cpp/Material.cpp
src/main/cpp/MaterialInstance.cpp
src/main/cpp/MathUtils.cpp
src/main/cpp/RenderableManager.cpp
src/main/cpp/Renderer.cpp
src/main/cpp/Scene.cpp

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@@ -0,0 +1,38 @@
/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <jni.h>
#include <math/mat3.h>
#include <math/quat.h>
using namespace math;
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MathUtils_nPackTangentFrame(JNIEnv *env, jclass,
jfloat tangentX, jfloat tangentY, jfloat tangentZ,
jfloat bitangentX, jfloat bitangentY, jfloat bitangentZ,
jfloat normalX, jfloat normalY, jfloat normalZ,
jfloatArray quaternion_, jint offset) {
float3 tangent{tangentX, tangentY, tangentZ};
float3 bitangent{bitangentX, bitangentY, bitangentZ};
float3 normal{normalX, normalY, normalZ};
quatf q = mat3f::packTangentFrame({tangent, bitangent, normal});
env->SetFloatArrayRegion(quaternion_, offset, 4,
reinterpret_cast<jfloat*>(&q));
}

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@@ -0,0 +1,52 @@
/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament;
import android.support.annotation.IntRange;
import android.support.annotation.NonNull;
import android.support.annotation.Size;
public final class MathUtils {
private MathUtils() { }
public static void packTangentFrame(
float tangentX, float tangentY, float tangentZ,
float bitangentX, float bitangentY, float bitangentZ,
float normalX, float normalY, float normalZ,
@NonNull @Size(min = 4) float[] quaternion) {
nPackTangentFrame(
tangentX, tangentY, tangentZ,
bitangentX, bitangentY, bitangentZ,
normalX, normalY, normalZ, quaternion, 0);
}
public static void packTangentFrame(
float tangentX, float tangentY, float tangentZ,
float bitangentX, float bitangentY, float bitangentZ,
float normalX, float normalY, float normalZ,
@NonNull @Size(min = 4) float[] quaternion, @IntRange(from = 0) int offset) {
nPackTangentFrame(tangentX, tangentY, tangentZ,
bitangentX, bitangentY, bitangentZ,
normalX, normalY, normalZ, quaternion, offset);
}
private static native void nPackTangentFrame(
float tangentX, float tangentY, float tangentZ,
float bitangentX, float bitangentY, float bitangentZ,
float normalX, float normalY, float normalZ,
@NonNull @Size(min = 4) float[] quaternion, @IntRange(from = 0) int offset);
}

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@@ -3,7 +3,8 @@
This directory contains several sample Android applications that demonstrate how to use the
Filament APIs:
- `hello-triangle`: Minimal example showing how to setup a rendering surface for Filament
- `hello-triangle`: Minimal example showing how to setup a rendering surface for Filament
- `lit-cube`: Shows how to create a light and a mesh with the attributes required for lighting
## Prerequisites

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@@ -8,4 +8,5 @@
.DS_Store
/build
/captures
/app/src/main/assets/materials/*.filamat
.externalNativeBuild

12
android/samples/lit-cube/.gitignore vendored Normal file
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@@ -0,0 +1,12 @@
*.iml
.gradle
/local.properties
/.idea/workspace.xml
/.idea/libraries
/.idea/caches
/.idea/gradle.xml
.DS_Store
/build
/captures
/app/src/main/assets/materials/*.filamat
.externalNativeBuild

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@@ -0,0 +1 @@
/build

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@@ -0,0 +1,72 @@
apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'
apply plugin: 'kotlin-android-extensions'
apply from: '../../../build/filament-tasks.gradle'
preBuild.dependsOn compileMaterials
android {
compileSdkVersion 28
defaultConfig {
applicationId "com.google.android.filament.litcube"
minSdkVersion 21
targetSdkVersion 28
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
// Filament comes with native code, the following declarations
// can be used to generate architecture specific APKs
flavorDimensions 'cpuArch'
productFlavors {
arm8 {
dimension 'cpuArch'
ndk {
abiFilters 'arm64-v8a'
}
}
arm7 {
dimension 'cpuArch'
ndk {
abiFilters 'armeabi-v7a'
}
}
x86_64 {
dimension 'cpuArch'
ndk {
abiFilters 'x86_64'
}
}
x86 {
dimension 'cpuArch'
ndk {
abiFilters 'x86'
}
}
universal {
dimension 'cpuArch'
}
}
// We use the .filamat extension for materials compiled with matc
// Telling aapt to not compress them allows to load them efficiently
aaptOptions {
noCompress 'filamat'
}
}
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
// Depend on Filament
implementation 'com.google.android.filament:filament-android'
}

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@@ -0,0 +1,21 @@
# Add project specific ProGuard rules here.
# You can control the set of applied configuration files using the
# proguardFiles setting in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile

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@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.google.android.filament.litcube">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

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@@ -0,0 +1,428 @@
/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.litcube
import android.animation.ValueAnimator
import android.app.Activity
import android.opengl.Matrix
import android.os.Bundle
import android.view.Choreographer
import android.view.Surface
import android.view.SurfaceView
import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.UiHelper
import java.io.IOException
import java.nio.ByteBuffer
import java.nio.ByteOrder
import java.nio.channels.Channels
class MainActivity : Activity() {
// Make sure to initialize Filament first
// This loads the JNI library needed by most API calls
companion object {
init {
Filament.init()
}
}
// The View we want to render into
private lateinit var surfaceView: SurfaceView
// UiHelper is provided by Filament to manage SurfaceView and SurfaceTexture
private lateinit var uiHelper: UiHelper
// Choreographer is used to schedule new frames
private lateinit var choreographer: Choreographer
// Engine creates and destroys Filament resources
// Each engine must be accessed from a single thread of your choosing
// Resources cannot be shared across engines
private lateinit var engine: Engine
// A renderer instance is tied to a single surface (SurfaceView, TextureView, etc.)
private lateinit var renderer: Renderer
// A scene holds all the renderable, lights, etc. to be drawn
private lateinit var scene: Scene
// A view defines a viewport, a scene and a camera for rendering
private lateinit var view: View
// Should be pretty obvious :)
private lateinit var camera: Camera
private lateinit var material: Material
private lateinit var materialInstance: MaterialInstance
private lateinit var vertexBuffer: VertexBuffer
private lateinit var indexBuffer: IndexBuffer
// Filament entity representing a renderable object
@Entity private var renderable = 0
@Entity private var light = 0
// A swap chain is Filament's representation of a surface
private var swapChain: SwapChain? = null
// Performs the rendering and schedules new frames
private val frameScheduler = FrameCallback()
private val animator = ValueAnimator.ofFloat(0.0f, 360.0f)
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
surfaceView = SurfaceView(this)
setContentView(surfaceView)
choreographer = Choreographer.getInstance()
setupSurfaceView()
setupFilament()
setupView()
setupScene()
}
private fun setupSurfaceView() {
uiHelper = UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK)
uiHelper.renderCallback = SurfaceCallback()
// NOTE: To choose a specific rendering resolution, add the following line:
// uiHelper.setDesiredSize(1280, 720)
uiHelper.attachTo(surfaceView)
}
private fun setupFilament() {
engine = Engine.create()
renderer = engine.createRenderer()
scene = engine.createScene()
view = engine.createView()
camera = engine.createCamera()
}
private fun setupView() {
// Clear the background to middle-grey
// Setting up a clear color is useful for debugging but usually
// unnecessary when using a skybox
view.setClearColor(0.035f, 0.035f, 0.035f, 1.0f)
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
// view.isPostProcessingEnabled = false
// Tell the view which camera we want to use
view.camera = camera
// Tell the view which scene we want to render
view.scene = scene
}
private fun setupScene() {
loadMaterial()
setupMaterial()
createMesh()
// To create a renderable we first create a generic entity
renderable = EntityManager.get().create()
// We then create a renderable component on that entity
// A renderable is made of several primitives; in this case we declare only 1
// If we wanted each face of the cube to have a different material, we could
// declare 6 primitives (1 per face) and give each of them a different material
// instance, setup with different parameters
RenderableManager.Builder(1)
// Overall bounding box of the renderable
.boundingBox(Box(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f))
// Sets the mesh data of the first primitive, 6 faces of 6 indices each
.geometry(0, PrimitiveType.TRIANGLES, vertexBuffer, indexBuffer, 0, 6 * 6)
// Sets the material of the first primitive
.material(0, materialInstance)
.build(engine, renderable)
// Add the entity to the scene to render it
scene.addEntity(renderable)
// We now need a light, let's create a directional light
light = EntityManager.get().create()
// Create a color from a temperature (5,500K)
val (r, g, b) = Colors.cct(5_500.0f)
LightManager.Builder(LightManager.Type.DIRECTIONAL)
.color(r, g, b)
// Intensity of the sun in lux on a clear day
.intensity(110_000.0f)
// The direction is normalized on our behalf
.direction(0.0f, -0.5f, 1.0f)
.castShadows(true)
.build(engine, light)
// Add the entity to the scene to light it
scene.addEntity(light)
// Set the exposure on the camera, this exposure follows the sunny f/16 rule
// Since we've defined a light that has the same intensity as the sun, it
// guarantees a proper exposure
camera.setExposure(16.0f, 1.0f / 125.0f, 100.0f)
// Move the camera back to see the object
camera.lookAt(0.0, 3.0, -4.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
startAnimation()
}
private fun loadMaterial() {
readAsset("materials/lit.filamat")?.let {
material = Material.Builder().payload(it, it.remaining()).build(engine)
}
}
private fun setupMaterial() {
// Create an instance of the material to set different parameters on it
materialInstance = material.createInstance()
// Specify that our color is in sRGB so the conversion to linear
// is done automatically for us. If you already have a linear color
// you can pass it directly, or use Colors.RgbType.LINEAR
materialInstance.setParameter("baseColor", Colors.RgbType.SRGB, 1.0f, 0.85f, 0.57f)
// The default value is always 0, but it doesn't hurt to be clear about our intentions
// Here we are defining a dielectric material
materialInstance.setParameter("metallic", 0.0f)
// We increase the roughness to spread the specular highlights
materialInstance.setParameter("roughness", 0.3f)
}
private fun createMesh() {
val floatSize = 4
val shortSize = 2
// A vertex is a position + a tangent frame:
// 3 floats for XYZ position, 4 floats for normal+tangents (quaternion)
val vertexSize = 3 * floatSize + 4 * floatSize
// Define a vertex and a function to put a vertex in a ByteBuffer
@Suppress("ArrayInDataClass")
data class Vertex(val x: Float, val y: Float, val z: Float, val tangents: FloatArray)
fun ByteBuffer.put(v: Vertex): ByteBuffer {
putFloat(v.x)
putFloat(v.y)
putFloat(v.z)
v.tangents.forEach { putFloat(it) }
return this
}
// 6 faces, 4 vertices per face
val vertexCount = 6 * 4
// Create tangent frames, one per face
val tfPX = FloatArray(4)
val tfNX = FloatArray(4)
val tfPY = FloatArray(4)
val tfNY = FloatArray(4)
val tfPZ = FloatArray(4)
val tfNZ = FloatArray(4)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, tfPX)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, tfNX)
MathUtils.packTangentFrame(-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, tfPY)
MathUtils.packTangentFrame(-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, tfNY)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, tfPZ)
MathUtils.packTangentFrame( 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, tfNZ)
val vertexData = ByteBuffer.allocate(vertexCount * vertexSize)
// It is important to respect the native byte order
.order(ByteOrder.nativeOrder())
// Face -Z
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNZ))
.put(Vertex(-1.0f, 1.0f, -1.0f, tfNZ))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfNZ))
.put(Vertex( 1.0f, -1.0f, -1.0f, tfNZ))
// Face +X
.put(Vertex( 1.0f, -1.0f, -1.0f, tfPX))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfPX))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPX))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfPX))
// Face +Z
.put(Vertex(-1.0f, -1.0f, 1.0f, tfPZ))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfPZ))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPZ))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfPZ))
// Face -X
.put(Vertex(-1.0f, -1.0f, 1.0f, tfNX))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfNX))
.put(Vertex(-1.0f, 1.0f, -1.0f, tfNX))
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNX))
// Face -Y
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNY))
.put(Vertex(-1.0f, -1.0f, 1.0f, tfNY))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfNY))
.put(Vertex( 1.0f, -1.0f, -1.0f, tfNY))
// Face +Y
.put(Vertex(-1.0f, 1.0f, -1.0f, tfPY))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfPY))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPY))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfPY))
// Make sure the cursor is pointing in the right place in the byte buffer
.flip()
// Declare the layout of our mesh
vertexBuffer = VertexBuffer.Builder()
.bufferCount(1)
.vertexCount(vertexCount)
// Because we interleave position and color data we must specify offset and stride
// We could use de-interleaved data by declaring two buffers and giving each
// attribute a different buffer index
.attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize)
.attribute(VertexAttribute.TANGENTS, 0, AttributeType.FLOAT4, 3 * floatSize, vertexSize)
.build(engine)
// Feed the vertex data to the mesh
// We only set 1 buffer because the data is interleaved
vertexBuffer.setBufferAt(engine, 0, vertexData)
// Create the indices
val indexData = ByteBuffer.allocate(6 * 2 * 3 * shortSize)
.order(ByteOrder.nativeOrder())
(0..5).forEach {
val i = (it * 4).toShort()
indexData
.putShort(i).putShort((i + 1).toShort()).putShort((i + 2).toShort())
.putShort(i).putShort((i + 2).toShort()).putShort((i + 3).toShort())
}
indexData.flip()
// 6 faces, 2 triangles per face,
indexBuffer = IndexBuffer.Builder()
.indexCount(vertexCount * 2)
.bufferType(IndexBuffer.Builder.IndexType.USHORT)
.build(engine)
indexBuffer.setBuffer(engine, indexData)
}
private fun startAnimation() {
// Animate the triangle
animator.interpolator = LinearInterpolator()
animator.duration = 6000
animator.repeatMode = ValueAnimator.RESTART
animator.repeatCount = ValueAnimator.INFINITE
animator.addUpdateListener(object : ValueAnimator.AnimatorUpdateListener {
val transformMatrix = FloatArray(16)
override fun onAnimationUpdate(a: ValueAnimator) {
Matrix.setRotateM(transformMatrix, 0, a.animatedValue as Float, 0.0f, 1.0f, 0.0f)
val tcm = engine.transformManager
tcm.setTransform(tcm.getInstance(renderable), transformMatrix)
}
})
animator.start()
}
override fun onResume() {
super.onResume()
choreographer.postFrameCallback(frameScheduler)
animator.start()
}
override fun onPause() {
super.onPause()
choreographer.removeFrameCallback(frameScheduler)
animator.cancel()
}
override fun onDestroy() {
super.onDestroy()
// Always detach the surface before destroying the engine
uiHelper.detach()
// This ensures that all the commands we've sent to Filament have
// been processed before we attempt to destroy anything
Fence.waitAndDestroy(engine.createFence(Fence.Type.SOFT), Fence.Mode.FLUSH)
// Cleanup all resources
engine.destroyEntity(light)
engine.destroyEntity(renderable)
engine.destroyRenderer(renderer)
engine.destroyVertexBuffer(vertexBuffer)
engine.destroyIndexBuffer(indexBuffer)
engine.destroyMaterialInstance(materialInstance)
engine.destroyMaterial(material)
engine.destroyView(view)
engine.destroyScene(scene)
engine.destroyCamera(camera)
// Destroying the engine will free up any resource you may have forgotten
// to destroy, but it's recommended to do the cleanup properly
engine.destroy()
}
inner class FrameCallback : Choreographer.FrameCallback {
override fun doFrame(frameTimeNanos: Long) {
// Schedule the next frame
choreographer.postFrameCallback(this)
// This check guarantees that we have a swap chain
if (uiHelper.isReadyToRender) {
// If beginFrame() returns false you should skip the frame
// This means you are sending frames too quickly to the GPU
if (renderer.beginFrame(swapChain!!)) {
renderer.render(view)
renderer.endFrame()
}
}
}
}
inner class SurfaceCallback : UiHelper.RendererCallback {
override fun onNativeWindowChanged(surface: Surface) {
swapChain?.let { engine.destroySwapChain(it) }
swapChain = engine.createSwapChain(surface)
}
override fun onDetachedFromSurface() {
swapChain?.let {
engine.destroySwapChain(it)
// Required to ensure we don't return before Filament is done executing the
// destroySwapChain command, otherwise Android might destroy the Surface
// too early
engine.flushAndWait()
swapChain = null
}
}
override fun onResized(width: Int, height: Int) {
val aspect = width.toDouble() / height.toDouble()
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
}
}
private fun readAsset(assetName: String): ByteBuffer? {
var dst: ByteBuffer? = null
try {
assets.openFd(assetName).use { fd ->
val input = fd.createInputStream()
dst = ByteBuffer.allocate(fd.length.toInt())
val src = Channels.newChannel(input)
src.read(dst)
src.close()
dst!!.rewind()
}
} catch (e: IOException) {
e.printStackTrace()
}
return dst
}
}

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@@ -0,0 +1,53 @@
// Simple lit material that defines 3 parameters:
// - baseColor
// - roughness
// - metallic
//
// These parameters can be used by the application to change the appearance of the material.
//
// This source material must be compiled to a binary material using the matc tool.
// The command used to compile this material is:
// matc -p mobile -a opengl -O -o app/src/main/assets/lit.filamat app/src/materials/lit.mat
//
// See build.gradle for an example of how to compile materials automatically
// Please refer to the documentation for more information about matc and the materials system.
material {
name : lit,
// Dynamic lighting is enabled on this material
shadingModel : lit,
// We don't need to declare a "requires" array, lit materials
// always requires the "tangents" vertex attribute (the normal
// is required for lighting, tangent/bitangent for normal mapping
// and anisotropy)
// List of parameters exposed by this material
parameters : [
// The color must be passed in linear space, not sRGB
{
type : float3,
name : baseColor
},
{
type : float,
name : roughness
},
{
type : float,
name : metallic
}
],
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
// Nothing fancy here, we simply copy the parameters
material.baseColor.rgb = materialParams.baseColor;
material.roughness = materialParams.roughness;
material.metallic = materialParams.metallic;
}
}

View File

@@ -0,0 +1,34 @@
<vector xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:aapt="http://schemas.android.com/aapt"
android:width="108dp"
android:height="108dp"
android:viewportHeight="108"
android:viewportWidth="108">
<path
android:fillType="evenOdd"
android:pathData="M32,64C32,64 38.39,52.99 44.13,50.95C51.37,48.37 70.14,49.57 70.14,49.57L108.26,87.69L108,109.01L75.97,107.97L32,64Z"
android:strokeColor="#00000000"
android:strokeWidth="1">
<aapt:attr name="android:fillColor">
<gradient
android:endX="78.5885"
android:endY="90.9159"
android:startX="48.7653"
android:startY="61.0927"
android:type="linear">
<item
android:color="#44000000"
android:offset="0.0"/>
<item
android:color="#00000000"
android:offset="1.0"/>
</gradient>
</aapt:attr>
</path>
<path
android:fillColor="#FFFFFF"
android:fillType="nonZero"
android:pathData="M66.94,46.02L66.94,46.02C72.44,50.07 76,56.61 76,64L32,64C32,56.61 35.56,50.11 40.98,46.06L36.18,41.19C35.45,40.45 35.45,39.3 36.18,38.56C36.91,37.81 38.05,37.81 38.78,38.56L44.25,44.05C47.18,42.57 50.48,41.71 54,41.71C57.48,41.71 60.78,42.57 63.68,44.05L69.11,38.56C69.84,37.81 70.98,37.81 71.71,38.56C72.44,39.3 72.44,40.45 71.71,41.19L66.94,46.02ZM62.94,56.92C64.08,56.92 65,56.01 65,54.88C65,53.76 64.08,52.85 62.94,52.85C61.8,52.85 60.88,53.76 60.88,54.88C60.88,56.01 61.8,56.92 62.94,56.92ZM45.06,56.92C46.2,56.92 47.13,56.01 47.13,54.88C47.13,53.76 46.2,52.85 45.06,52.85C43.92,52.85 43,53.76 43,54.88C43,56.01 43.92,56.92 45.06,56.92Z"
android:strokeColor="#00000000"
android:strokeWidth="1"/>
</vector>

View File

@@ -0,0 +1,171 @@
<?xml version="1.0" encoding="utf-8"?>
<vector
xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportHeight="108"
android:viewportWidth="108">
<path
android:fillColor="#26A69A"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00000000"
android:pathData="M9,0L9,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,0L19,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M29,0L29,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M39,0L39,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M49,0L49,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M59,0L59,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M69,0L69,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M79,0L79,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M89,0L89,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M99,0L99,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,9L108,9"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,19L108,19"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,29L108,29"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,39L108,39"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,49L108,49"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,59L108,59"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,69L108,69"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,79L108,79"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,89L108,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,99L108,99"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,29L89,29"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,39L89,39"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,49L89,49"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,59L89,59"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,69L89,69"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,79L89,79"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M29,19L29,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M39,19L39,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M49,19L49,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M59,19L59,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M69,19L69,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M79,19L79,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
</vector>

View File

@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

View File

@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#3F51B5</color>
<color name="colorPrimaryDark">#303F9F</color>
<color name="colorAccent">#FF4081</color>
</resources>

View File

@@ -0,0 +1,3 @@
<resources>
<string name="app_name">Lit Cube</string>
</resources>

View File

@@ -0,0 +1,8 @@
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="android:Theme.Material.Light.DarkActionBar">
<!-- Customize your theme here. -->
</style>
</resources>

View File

@@ -0,0 +1,27 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
ext.kotlin_version = '1.2.60'
repositories {
google()
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.1.4'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
allprojects {
repositories {
google()
jcenter()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

View File

@@ -0,0 +1,13 @@
# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx1536m
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true

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@@ -0,0 +1,6 @@
#Tue Aug 28 15:45:13 PDT 2018
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-4.6-all.zip

172
android/samples/lit-cube/gradlew vendored Executable file
View File

@@ -0,0 +1,172 @@
#!/usr/bin/env sh
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=$(save "$@")
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
cd "$(dirname "$0")"
fi
exec "$JAVACMD" "$@"

84
android/samples/lit-cube/gradlew.bat vendored Normal file
View File

@@ -0,0 +1,84 @@
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windows variants
if not "%OS%" == "Windows_NT" goto win9xME_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

View File

@@ -0,0 +1,3 @@
includeBuild '../../filament-android'
include ':app'

View File

@@ -502,7 +502,7 @@ static void gui(filament::Engine* engine, filament::View*) {
auto lightInstance = lcm.getInstance(g_light);
lcm.setColor(lightInstance, g_lightColor);
lcm.setIntensity(lightInstance, g_lightIntensity);
lcm.setDirection(lightInstance, normalize(g_lightDirection));
lcm.setDirection(lightInstance, g_lightDirection);
lcm.setSunAngularRadius(lightInstance, g_sunAngularRadius);
lcm.setSunHaloSize(lightInstance, g_sunHaloSize);
lcm.setSunHaloFalloff(lightInstance, g_sunHaloFalloff);