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9 Commits
pf/stencil
...
pf/check-r
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283d240409 | ||
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0e0f3a5518 | ||
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ba5413622f | ||
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ba8d429fcb | ||
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f11e5cb081 | ||
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c84f5d2a7f |
@@ -7,5 +7,3 @@ for next branch cut* header.
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||||
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
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||||
|
||||
## Release notes for next branch cut
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||||
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- Add a `name` API to Filament objects for debugging handle use-after-free assertions
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@@ -31,7 +31,7 @@ repositories {
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}
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||||
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||||
dependencies {
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implementation 'com.google.android.filament:filament-android:1.54.0'
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implementation 'com.google.android.filament:filament-android:1.54.1'
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}
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```
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@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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||||
|
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```shell
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pod 'Filament', '~> 1.54.0'
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pod 'Filament', '~> 1.54.1'
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```
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||||
|
||||
### Snapshots
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||||
|
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@@ -7,6 +7,10 @@ A new header is inserted each time a *tag* is created.
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Instead, if you are authoring a PR for the main branch, add your release note to
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[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
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||||
|
||||
## v1.54.2
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||||
|
||||
- Add a `name` API to Filament objects for debugging handle use-after-free assertions
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||||
|
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## v1.54.1
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|
||||
|
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|
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.54.0
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VERSION_NAME=1.54.1
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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|
||||
|
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@@ -160,6 +160,8 @@ public:
|
||||
size_t size, bool forceGpuBuffer = false);
|
||||
~MetalBuffer();
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||||
|
||||
[[nodiscard]] bool wasAllocationSuccessful() const noexcept { return mBuffer || mCpuBuffer; }
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||||
|
||||
MetalBuffer(const MetalBuffer& rhs) = delete;
|
||||
MetalBuffer& operator=(const MetalBuffer& rhs) = delete;
|
||||
|
||||
|
||||
@@ -53,8 +53,8 @@ MetalBuffer::MetalBuffer(MetalContext& context, BufferObjectBinding bindingType,
|
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mBuffer = { [context.device newBufferWithLength:size options:MTLResourceStorageModePrivate],
|
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TrackedMetalBuffer::Type::GENERIC };
|
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}
|
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FILAMENT_CHECK_POSTCONDITION(mBuffer)
|
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<< "Could not allocate Metal buffer of size " << size << ".";
|
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// mBuffer might fail to be allocated. Clients can check for this by calling
|
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// wasAllocationSuccessful().
|
||||
}
|
||||
|
||||
MetalBuffer::~MetalBuffer() {
|
||||
|
||||
@@ -57,7 +57,6 @@ class MetalDriver final : public DriverBase {
|
||||
|
||||
public:
|
||||
static Driver* create(MetalPlatform* platform, const Platform::DriverConfig& driverConfig);
|
||||
void runAtNextTick(const std::function<void()>& fn) noexcept;
|
||||
|
||||
private:
|
||||
|
||||
@@ -73,10 +72,12 @@ private:
|
||||
|
||||
/*
|
||||
* Tasks run regularly on the driver thread.
|
||||
* Not thread-safe; tasks are run from the driver thead and must be enqueued from the driver
|
||||
* thread.
|
||||
*/
|
||||
void runAtNextTick(const std::function<void()>& fn) noexcept;
|
||||
void executeTickOps() noexcept;
|
||||
std::vector<std::function<void()>> mTickOps;
|
||||
std::mutex mTickOpsLock;
|
||||
|
||||
/*
|
||||
* Driver interface
|
||||
|
||||
@@ -320,17 +320,40 @@ void MetalDriver::createVertexBufferR(Handle<HwVertexBuffer> vbh,
|
||||
uint32_t vertexCount, Handle<HwVertexBufferInfo> vbih) {
|
||||
MetalVertexBufferInfo const* const vbi = handle_cast<const MetalVertexBufferInfo>(vbih);
|
||||
construct_handle<MetalVertexBuffer>(vbh, *mContext, vertexCount, vbi->bufferCount, vbih);
|
||||
// No actual GPU memory is allocated here, so no need to check for allocation success.
|
||||
}
|
||||
|
||||
void MetalDriver::createIndexBufferR(Handle<HwIndexBuffer> ibh, ElementType elementType,
|
||||
uint32_t indexCount, BufferUsage usage) {
|
||||
auto elementSize = (uint8_t) getElementTypeSize(elementType);
|
||||
construct_handle<MetalIndexBuffer>(ibh, *mContext, usage, elementSize, indexCount);
|
||||
auto elementSize = (uint8_t)getElementTypeSize(elementType);
|
||||
auto* indexBuffer =
|
||||
construct_handle<MetalIndexBuffer>(ibh, *mContext, usage, elementSize, indexCount);
|
||||
auto& buffer = indexBuffer->buffer;
|
||||
// If the allocation was not successful, postpone the error message until the next tick, to give
|
||||
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
|
||||
if (UTILS_UNLIKELY(!buffer.wasAllocationSuccessful())) {
|
||||
const size_t byteCount = buffer.getSize();
|
||||
runAtNextTick([byteCount, this, ibh]() {
|
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FILAMENT_CHECK_POSTCONDITION(false)
|
||||
<< "Could not allocate Metal index buffer of size " << byteCount
|
||||
<< ", tag=" << mHandleAllocator.getHandleTag(ibh.getId()).c_str_safe();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void MetalDriver::createBufferObjectR(Handle<HwBufferObject> boh, uint32_t byteCount,
|
||||
BufferObjectBinding bindingType, BufferUsage usage) {
|
||||
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
|
||||
auto* bufferObject =
|
||||
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
|
||||
// If the allocation was not successful, postpone the error message until the next tick, to give
|
||||
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
|
||||
if (UTILS_UNLIKELY(!bufferObject->getBuffer()->wasAllocationSuccessful())) {
|
||||
runAtNextTick([byteCount, this, boh]() {
|
||||
FILAMENT_CHECK_POSTCONDITION(false)
|
||||
<< "Could not allocate Metal buffer of size " << byteCount
|
||||
<< ", tag=" << mHandleAllocator.getHandleTag(boh.getId()).c_str_safe();
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||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void MetalDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint8_t levels,
|
||||
@@ -2066,15 +2089,12 @@ void MetalDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag)
|
||||
}
|
||||
|
||||
void MetalDriver::runAtNextTick(const std::function<void()>& fn) noexcept {
|
||||
std::lock_guard<std::mutex> const lock(mTickOpsLock);
|
||||
mTickOps.push_back(fn);
|
||||
}
|
||||
|
||||
void MetalDriver::executeTickOps() noexcept {
|
||||
std::vector<std::function<void()>> ops;
|
||||
mTickOpsLock.lock();
|
||||
std::swap(ops, mTickOps);
|
||||
mTickOpsLock.unlock();
|
||||
for (const auto& f : ops) {
|
||||
f();
|
||||
}
|
||||
|
||||
@@ -257,10 +257,6 @@ void MetalSwapChain::present() {
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD
|
||||
#define FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD 1
|
||||
#endif
|
||||
|
||||
class PresentDrawableData {
|
||||
public:
|
||||
PresentDrawableData() = delete;
|
||||
@@ -279,14 +275,10 @@ public:
|
||||
[that->mDrawable present];
|
||||
}
|
||||
|
||||
#if FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD == 1
|
||||
// mDrawable is acquired on the driver thread. Typically, we would release this object on
|
||||
// the same thread, but after receiving consistent crash reports from within
|
||||
// [CAMetalDrawable dealloc], we suspect this object requires releasing on the main thread.
|
||||
dispatch_async(dispatch_get_main_queue(), ^{ cleanupAndDestroy(that); });
|
||||
#else
|
||||
that->mDriver->runAtNextTick([that]() { cleanupAndDestroy(that); });
|
||||
#endif
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
@@ -165,14 +165,14 @@ constexpr static const int FVK_REQUIRED_VERSION_MINOR = 1;
|
||||
// buffers that have been submitted but have not yet finished rendering. Note that Filament can
|
||||
// issue multiple commit calls in a single frame, and that we use a triple buffered swap chain on
|
||||
// some platforms.
|
||||
constexpr static const int FVK_MAX_COMMAND_BUFFERS = 10;
|
||||
constexpr static const int FVK_MAX_COMMAND_BUFFERS = 3;
|
||||
|
||||
// Number of command buffer submissions that should occur before an unused pipeline is removed
|
||||
// from the cache.
|
||||
//
|
||||
// If this number is low, VkPipeline construction will occur frequently, which can
|
||||
// be extremely slow. If this number is high, the memory footprint will be large.
|
||||
constexpr static const int FVK_MAX_PIPELINE_AGE = 10;
|
||||
constexpr static const int FVK_MAX_PIPELINE_AGE = 3;
|
||||
|
||||
// VulkanPipelineCache does not track which command buffers contain references to which pipelines,
|
||||
// instead it simply waits for at least FVK_MAX_COMMAND_BUFFERS submissions to occur before
|
||||
|
||||
@@ -530,6 +530,8 @@ void VulkanDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint
|
||||
auto vktexture = mResourceAllocator.construct<VulkanTexture>(th, mPlatform->getDevice(),
|
||||
mPlatform->getPhysicalDevice(), mContext, mAllocator, &mCommands, target, levels,
|
||||
format, samples, w, h, depth, usage, mStagePool);
|
||||
// FVK_LOGE <<"created texture: " << vktexture->getVkImage() << " dim=" <<
|
||||
// vktexture->width << "x" << vktexture->height << utils::io::endl;
|
||||
mResourceManager.acquire(vktexture);
|
||||
}
|
||||
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
|
||||
#include "VulkanHandles.h"
|
||||
|
||||
#include "VulkanDriver.h"
|
||||
#include "VulkanConstants.h"
|
||||
#include "VulkanDriver.h"
|
||||
#include "VulkanMemory.h"
|
||||
|
||||
@@ -97,13 +97,11 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
|
||||
imageInfo.extent.depth = 1;
|
||||
}
|
||||
|
||||
// Filament expects blit() to work with any texture, so we almost always set these usage flags.
|
||||
// TODO: investigate performance implications of setting these flags.
|
||||
constexpr VkImageUsageFlags blittable = VK_IMAGE_USAGE_TRANSFER_DST_BIT |
|
||||
VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
|
||||
|
||||
if (any(usage & (TextureUsage::BLIT_DST | TextureUsage::BLIT_SRC))) {
|
||||
imageInfo.usage |= blittable;
|
||||
if (any(usage & TextureUsage::BLIT_SRC)) {
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
|
||||
}
|
||||
if (any(usage & TextureUsage::BLIT_DST)) {
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
}
|
||||
|
||||
if (any(usage & TextureUsage::SAMPLEABLE)) {
|
||||
@@ -121,7 +119,7 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
}
|
||||
if (any(usage & TextureUsage::COLOR_ATTACHMENT)) {
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | blittable;
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
if (any(usage & TextureUsage::SUBPASS_INPUT)) {
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
|
||||
}
|
||||
@@ -130,10 +128,9 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
||||
}
|
||||
if (any(usage & TextureUsage::UPLOADABLE)) {
|
||||
imageInfo.usage |= blittable;
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
}
|
||||
if (any(usage & TextureUsage::DEPTH_ATTACHMENT)) {
|
||||
imageInfo.usage |= blittable;
|
||||
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
||||
|
||||
// Depth resolves uses a custom shader and therefore needs to be sampleable.
|
||||
|
||||
@@ -3193,6 +3193,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::resolve(FrameGraph& fg,
|
||||
assert_invariant(dst);
|
||||
assert_invariant(srcDesc.format == dstDesc.format);
|
||||
assert_invariant(srcDesc.width == dstDesc.width && srcDesc.height == dstDesc.height);
|
||||
assert_invariant(srcDesc.samples > 1 && dstDesc.samples <= 1);
|
||||
driver.resolve(
|
||||
dst, dstSubDesc.level, dstSubDesc.layer,
|
||||
src, srcSubDesc.level, srcSubDesc.layer);
|
||||
|
||||
@@ -528,7 +528,9 @@ public:
|
||||
// like above but allows to set specific flags
|
||||
RenderPassBuilder& renderFlags(
|
||||
RenderPass::RenderFlags mask, RenderPass::RenderFlags value) noexcept {
|
||||
mFlags = (mFlags & mask) | (value & mask);
|
||||
value &= mask;
|
||||
mFlags &= ~mask;
|
||||
mFlags |= value;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
@@ -40,6 +40,7 @@
|
||||
#include <utils/Panic.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
#include <stddef.h>
|
||||
@@ -50,8 +51,9 @@ namespace filament {
|
||||
using namespace backend;
|
||||
using namespace math;
|
||||
|
||||
FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
RendererUtils::ColorPassOutput RendererUtils::colorPass(
|
||||
FrameGraph& fg, const char* name, FEngine& engine, FView const& view,
|
||||
ColorPassInput const& colorPassInput,
|
||||
FrameGraphTexture::Descriptor const& colorBufferDesc,
|
||||
ColorPassConfig const& config, PostProcessManager::ColorGradingConfig colorGradingConfig,
|
||||
RenderPass::Executor passExecutor) noexcept {
|
||||
@@ -67,8 +69,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
FrameGraphId<FrameGraphTexture> structure;
|
||||
};
|
||||
|
||||
Blackboard& blackboard = fg.getBlackboard();
|
||||
|
||||
auto& colorPass = fg.addPass<ColorPassData>(name,
|
||||
[&](FrameGraph::Builder& builder, ColorPassData& data) {
|
||||
|
||||
@@ -76,21 +76,21 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
TargetBufferFlags clearDepthFlags = config.clearFlags & TargetBufferFlags::DEPTH;
|
||||
TargetBufferFlags clearStencilFlags = config.clearFlags & TargetBufferFlags::STENCIL;
|
||||
|
||||
data.shadows = blackboard.get<FrameGraphTexture>("shadows");
|
||||
data.ssao = blackboard.get<FrameGraphTexture>("ssao");
|
||||
data.color = blackboard.get<FrameGraphTexture>("color");
|
||||
data.depth = blackboard.get<FrameGraphTexture>("depth");
|
||||
data.color = colorPassInput.linearColor;
|
||||
data.depth = colorPassInput.depth;
|
||||
data.shadows = colorPassInput.shadows;
|
||||
data.ssao = colorPassInput.ssao;
|
||||
|
||||
// Screen-space reflection or refractions
|
||||
if (config.hasScreenSpaceReflectionsOrRefractions) {
|
||||
data.ssr = blackboard.get<FrameGraphTexture>("ssr");
|
||||
data.ssr = colorPassInput.ssr;
|
||||
if (data.ssr) {
|
||||
data.ssr = builder.sample(data.ssr);
|
||||
}
|
||||
}
|
||||
|
||||
if (config.hasContactShadows) {
|
||||
data.structure = blackboard.get<FrameGraphTexture>("structure");
|
||||
data.structure = colorPassInput.structure;
|
||||
assert_invariant(data.structure);
|
||||
data.structure = builder.sample(data.structure);
|
||||
}
|
||||
@@ -153,6 +153,8 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
}
|
||||
|
||||
if (colorGradingConfig.asSubpass) {
|
||||
assert_invariant(config.msaa <= 1);
|
||||
assert_invariant(colorBufferDesc.samples <= 1);
|
||||
data.output = builder.createTexture("Tonemapped Buffer", {
|
||||
.width = colorBufferDesc.width,
|
||||
.height = colorBufferDesc.height,
|
||||
@@ -194,7 +196,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
.samples = config.msaa,
|
||||
.layerCount = static_cast<uint8_t>(colorBufferDesc.depth),
|
||||
.clearFlags = clearColorFlags | clearDepthFlags | clearStencilFlags});
|
||||
blackboard["depth"] = data.depth;
|
||||
},
|
||||
[=, passExecutor = std::move(passExecutor), &view, &engine](FrameGraphResources const& resources,
|
||||
ColorPassData const& data, DriverApi& driver) {
|
||||
@@ -260,24 +261,21 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
}
|
||||
);
|
||||
|
||||
// when color grading is done as a subpass, the output of the color-pass is the ldr buffer
|
||||
auto output = colorGradingConfig.asSubpass ? colorPass->output : colorPass->color;
|
||||
|
||||
blackboard["color"] = output;
|
||||
return output;
|
||||
return {
|
||||
.linearColor = colorPass->color,
|
||||
.tonemappedColor = colorPass->output, // can be null
|
||||
.depth = colorPass->depth
|
||||
};
|
||||
}
|
||||
|
||||
std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
|
||||
std::optional<RendererUtils::ColorPassOutput> RendererUtils::refractionPass(
|
||||
FrameGraph& fg, FEngine& engine, FView const& view,
|
||||
ColorPassInput colorPassInput,
|
||||
ColorPassConfig config,
|
||||
PostProcessManager::ScreenSpaceRefConfig const& ssrConfig,
|
||||
PostProcessManager::ColorGradingConfig colorGradingConfig,
|
||||
RenderPass const& pass) noexcept {
|
||||
|
||||
auto& blackboard = fg.getBlackboard();
|
||||
auto input = blackboard.get<FrameGraphTexture>("color");
|
||||
FrameGraphId<FrameGraphTexture> output;
|
||||
|
||||
// find the first refractive object in channel 2
|
||||
RenderPass::Command const* const refraction = std::partition_point(pass.begin(), pass.end(),
|
||||
[](auto const& command) {
|
||||
@@ -292,34 +290,35 @@ std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
|
||||
|
||||
// if there wasn't any refractive object, just skip everything below.
|
||||
if (UTILS_UNLIKELY(hasScreenSpaceRefraction)) {
|
||||
PostProcessManager& ppm = engine.getPostProcessManager();
|
||||
|
||||
// clear the color/depth buffers, which will orphan (and cull) the color pass
|
||||
input.clear();
|
||||
blackboard.remove("color");
|
||||
blackboard.remove("depth");
|
||||
|
||||
assert_invariant(!colorPassInput.linearColor);
|
||||
assert_invariant(!colorPassInput.depth);
|
||||
config.hasScreenSpaceReflectionsOrRefractions = true;
|
||||
|
||||
input = RendererUtils::colorPass(fg, "Color Pass (opaque)", engine, view, {
|
||||
PostProcessManager& ppm = engine.getPostProcessManager();
|
||||
auto const opaquePassOutput = RendererUtils::colorPass(fg,
|
||||
"Color Pass (opaque)", engine, view, colorPassInput, {
|
||||
// When rendering the opaques, we need to conserve the sample buffer,
|
||||
// so create a config that specifies the sample count.
|
||||
.width = config.physicalViewport.width,
|
||||
.height = config.physicalViewport.height,
|
||||
.samples = config.msaa,
|
||||
.format = config.hdrFormat
|
||||
}, config, { .asSubpass = false },
|
||||
},
|
||||
config, { .asSubpass = false, .customResolve = false },
|
||||
pass.getExecutor(pass.begin(), refraction));
|
||||
|
||||
// generate the mipmap chain
|
||||
PostProcessManager::generateMipmapSSR(ppm, fg,
|
||||
input, ssrConfig.refraction, true, ssrConfig);
|
||||
opaquePassOutput.linearColor,
|
||||
ssrConfig.refraction,
|
||||
true, ssrConfig);
|
||||
|
||||
// Now we're doing the refraction pass proper.
|
||||
// This uses the same framebuffer (color and depth) used by the opaque pass. This happens
|
||||
// automatically because these are set in the Blackboard (they were set by the opaque
|
||||
// pass). For this reason, `desc` below is only used in colorPass() for the width and
|
||||
// height.
|
||||
// This uses the same framebuffer (color and depth) used by the opaque pass.
|
||||
// For this reason, the `colorBufferDesc` parameter of colorPass() below is only used for
|
||||
// the width and height.
|
||||
colorPassInput.linearColor = opaquePassOutput.linearColor;
|
||||
colorPassInput.depth = opaquePassOutput.depth;
|
||||
|
||||
// Since we're reusing the existing target we don't want to clear any of its buffer.
|
||||
// Important: if this target ended up being an imported target, then the clearFlags
|
||||
@@ -327,22 +326,25 @@ std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
|
||||
// and we'd end up clearing the opaque pass. This scenario never happens because it is
|
||||
// prevented in Renderer.cpp's final blit.
|
||||
config.clearFlags = TargetBufferFlags::NONE;
|
||||
output = RendererUtils::colorPass(fg, "Color Pass (transparent)", engine, view, {
|
||||
auto transparentPassOutput = RendererUtils::colorPass(fg, "Color Pass (transparent)",
|
||||
engine, view, colorPassInput, {
|
||||
.width = config.physicalViewport.width,
|
||||
.height = config.physicalViewport.height },
|
||||
config, colorGradingConfig, pass.getExecutor(refraction, pass.end()));
|
||||
config, colorGradingConfig,
|
||||
pass.getExecutor(refraction, pass.end()));
|
||||
|
||||
if (config.msaa > 1 && !colorGradingConfig.asSubpass) {
|
||||
// We need to do a resolve here because later passes (such as color grading or DoF) will
|
||||
// need to sample from 'output'. However, because we have MSAA, we know we're not
|
||||
// sampleable. And this is because in the SSR case, we had to use a renderbuffer to
|
||||
// conserve the multi-sample buffer.
|
||||
output = ppm.resolve(fg, "Resolved Color Buffer", output, { .levels = 1 });
|
||||
transparentPassOutput.linearColor = ppm.resolve(fg, "Resolved Color Buffer",
|
||||
transparentPassOutput.linearColor, { .levels = 1 });
|
||||
}
|
||||
} else {
|
||||
output = input;
|
||||
return transparentPassOutput;
|
||||
}
|
||||
return { output, hasScreenSpaceRefraction };
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
UTILS_NOINLINE
|
||||
|
||||
@@ -21,14 +21,19 @@
|
||||
#include "RenderPass.h"
|
||||
|
||||
#include "fg/FrameGraphId.h"
|
||||
#include "fg/FrameGraphTexture.h"
|
||||
|
||||
#include <filament/Viewport.h>
|
||||
|
||||
#include <backend/DriverEnums.h>
|
||||
#include <backend/PixelBufferDescriptor.h>
|
||||
|
||||
#include <math/vec2.h>
|
||||
#include <math/vec4.h>
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
namespace filament {
|
||||
@@ -71,15 +76,32 @@ public:
|
||||
bool screenSpaceReflectionHistoryNotReady;
|
||||
};
|
||||
|
||||
static FrameGraphId<FrameGraphTexture> colorPass(
|
||||
struct ColorPassInput {
|
||||
FrameGraphId<FrameGraphTexture> linearColor;
|
||||
FrameGraphId<FrameGraphTexture> tonemappedColor;
|
||||
FrameGraphId<FrameGraphTexture> depth;
|
||||
FrameGraphId<FrameGraphTexture> shadows;
|
||||
FrameGraphId<FrameGraphTexture> ssao;
|
||||
FrameGraphId<FrameGraphTexture> ssr;
|
||||
FrameGraphId<FrameGraphTexture> structure;
|
||||
};
|
||||
struct ColorPassOutput {
|
||||
FrameGraphId<FrameGraphTexture> linearColor;
|
||||
FrameGraphId<FrameGraphTexture> tonemappedColor;
|
||||
FrameGraphId<FrameGraphTexture> depth;
|
||||
};
|
||||
|
||||
static ColorPassOutput colorPass(
|
||||
FrameGraph& fg, const char* name, FEngine& engine, FView const& view,
|
||||
ColorPassInput const& colorPassInput,
|
||||
FrameGraphTexture::Descriptor const& colorBufferDesc,
|
||||
ColorPassConfig const& config,
|
||||
PostProcessManager::ColorGradingConfig colorGradingConfig,
|
||||
RenderPass::Executor passExecutor) noexcept;
|
||||
|
||||
static std::pair<FrameGraphId<FrameGraphTexture>, bool> refractionPass(
|
||||
static std::optional<RendererUtils::ColorPassOutput> refractionPass(
|
||||
FrameGraph& fg, FEngine& engine, FView const& view,
|
||||
ColorPassInput colorPassInput,
|
||||
ColorPassConfig config,
|
||||
PostProcessManager::ScreenSpaceRefConfig const& ssrConfig,
|
||||
PostProcessManager::ColorGradingConfig colorGradingConfig,
|
||||
|
||||
@@ -28,12 +28,6 @@
|
||||
#include <string_view>
|
||||
#include <utility>
|
||||
|
||||
#ifndef NDEBUG
|
||||
# define DEBUG_PROPERTIES_WRITABLE true
|
||||
#else
|
||||
# define DEBUG_PROPERTIES_WRITABLE false
|
||||
#endif
|
||||
|
||||
using namespace filament::math;
|
||||
using namespace utils;
|
||||
|
||||
@@ -79,17 +73,15 @@ bool FDebugRegistry::hasProperty(const char* name) const noexcept {
|
||||
|
||||
template<typename T>
|
||||
bool FDebugRegistry::setProperty(const char* name, T v) noexcept {
|
||||
if constexpr (DEBUG_PROPERTIES_WRITABLE) {
|
||||
auto info = getPropertyInfo(name);
|
||||
T* const addr = static_cast<T*>(info.first);
|
||||
if (addr) {
|
||||
auto old = *addr;
|
||||
*addr = v;
|
||||
if (info.second && old != v) {
|
||||
info.second();
|
||||
}
|
||||
return true;
|
||||
auto info = getPropertyInfo(name);
|
||||
T* const addr = static_cast<T*>(info.first);
|
||||
if (addr) {
|
||||
auto old = *addr;
|
||||
*addr = v;
|
||||
if (info.second && old != v) {
|
||||
info.second();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -34,7 +34,7 @@ struct RenderTarget::BuilderDetails {
|
||||
uint32_t mWidth{};
|
||||
uint32_t mHeight{};
|
||||
uint8_t mSamples = 1; // currently not settable in the public facing API
|
||||
uint8_t mLayerCount = 0;// currently not settable in the public facing API
|
||||
uint8_t mLayerCount = 1;// currently not settable in the public facing API
|
||||
};
|
||||
|
||||
using BuilderType = RenderTarget;
|
||||
|
||||
@@ -655,16 +655,16 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
// on qualcomm hardware -- we might need a backend dependent toggle at some point
|
||||
const PostProcessManager::ColorGradingConfig colorGradingConfig{
|
||||
.asSubpass =
|
||||
hasColorGrading &&
|
||||
msaaSampleCount <= 1 &&
|
||||
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled &&
|
||||
driver.isFrameBufferFetchSupported() &&
|
||||
hasColorGrading &&
|
||||
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled &&
|
||||
!engine.debug.renderer.disable_subpasses,
|
||||
.customResolve =
|
||||
msaaOptions.customResolve &&
|
||||
msaaSampleCount > 1 &&
|
||||
hasColorGrading &&
|
||||
driver.isFrameBufferFetchMultiSampleSupported() &&
|
||||
msaaOptions.customResolve &&
|
||||
hasColorGrading &&
|
||||
!engine.debug.renderer.disable_subpasses,
|
||||
.translucent = needsAlphaChannel,
|
||||
.fxaa = hasFXAA,
|
||||
@@ -673,6 +673,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
TextureFormat::RGBA8 : getLdrFormat(needsAlphaChannel)
|
||||
};
|
||||
|
||||
// by construction (msaaSampleCount) both asSubpass and customResolve can't be true
|
||||
assert_invariant(colorGradingConfig.asSubpass + colorGradingConfig.customResolve < 2);
|
||||
|
||||
// whether we're scaled at all
|
||||
bool scaled = any(notEqual(scale, float2(1.0f)));
|
||||
|
||||
@@ -695,13 +698,12 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
|
||||
CameraInfo cameraInfo = view.computeCameraInfo(engine);
|
||||
|
||||
// when colorgrading-as-subpass is active, we know that many other effects are disabled
|
||||
// such as dof, bloom. Moreover, if fxaa and scaling are not enabled, we're essentially in
|
||||
// a very fast rendering path -- in this case, we would need an extra blit to "resolve" the
|
||||
// buffer padding (because there are no other pass that can do it as a side effect).
|
||||
// In this case, it is better to skip the padding, which won't be helping much.
|
||||
const bool noBufferPadding = (colorGradingConfig.asSubpass && !hasFXAA && !scaled)
|
||||
|| engine.debug.renderer.disable_buffer_padding;
|
||||
// If fxaa and scaling are not enabled, we're essentially in a very fast rendering path -- in
|
||||
// this case, we would need an extra blit to "resolve" the buffer padding (because there are no
|
||||
// other pass that can do it as a side effect). In this case, it is better to skip the padding,
|
||||
// which won't be helping much.
|
||||
const bool noBufferPadding
|
||||
= (!hasFXAA && !scaled) || engine.debug.renderer.disable_buffer_padding;
|
||||
|
||||
// guardBand must be a multiple of 16 to guarantee the same exact rendering up to 4 mip levels.
|
||||
float const guardBand = guardBandOptions.enabled ? 16.0f : 0.0f;
|
||||
@@ -952,7 +954,6 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
.scale = aoOptions.resolution,
|
||||
.picking = view.hasPicking()
|
||||
});
|
||||
blackboard["structure"] = structure;
|
||||
const auto picking = picking_;
|
||||
|
||||
|
||||
@@ -1000,7 +1001,6 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
ssReflectionsOptions.enabled ? TextureFormat::RGBA16F : TextureFormat::R11F_G11F_B10F,
|
||||
view.getCameraUser().getFieldOfView(Camera::Fov::VERTICAL), config.scale);
|
||||
config.ssrLodOffset = ssrConfig.lodOffset;
|
||||
blackboard["ssr"] = ssrConfig.ssr;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// screen-space reflections pass
|
||||
@@ -1104,24 +1104,39 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
);
|
||||
|
||||
// the color pass itself + color-grading as subpass if needed
|
||||
auto colorPassOutput = RendererUtils::colorPass(fg, "Color Pass", mEngine, view,
|
||||
auto colorPassOutput = RendererUtils::colorPass(fg, "Color Pass", mEngine, view, {
|
||||
.shadows = blackboard.get<FrameGraphTexture>("shadows"),
|
||||
.ssao = blackboard.get<FrameGraphTexture>("ssao"),
|
||||
.ssr = ssrConfig.ssr,
|
||||
.structure = structure
|
||||
},
|
||||
colorBufferDesc, config, colorGradingConfigForColor, pass.getExecutor());
|
||||
|
||||
if (view.isScreenSpaceRefractionEnabled() && !pass.empty()) {
|
||||
// this cancels the colorPass() call above if refraction is active.
|
||||
// the color pass + refraction + color-grading as subpass if needed
|
||||
const auto [output, enabled] = RendererUtils::refractionPass(fg, mEngine, view,
|
||||
// This cancels the colorPass() call above if refraction is active.
|
||||
// The color pass + refraction + color-grading as subpass if needed
|
||||
auto const output = RendererUtils::refractionPass(fg, mEngine, view, {
|
||||
.shadows = blackboard.get<FrameGraphTexture>("shadows"),
|
||||
.ssao = blackboard.get<FrameGraphTexture>("ssao"),
|
||||
.ssr = ssrConfig.ssr,
|
||||
.structure = structure
|
||||
},
|
||||
config, ssrConfig, colorGradingConfigForColor, pass);
|
||||
colorPassOutput = output;
|
||||
hasScreenSpaceRefraction = enabled;
|
||||
|
||||
hasScreenSpaceRefraction = output.has_value();
|
||||
if (hasScreenSpaceRefraction) {
|
||||
colorPassOutput = output.value();
|
||||
}
|
||||
}
|
||||
|
||||
if (colorGradingConfig.customResolve) {
|
||||
assert_invariant(fg.getDescriptor(colorPassOutput.linearColor).samples <= 1);
|
||||
// TODO: we have to "uncompress" (i.e. detonemap) the color buffer here because it's used
|
||||
// by many other passes (Bloom, TAA, DoF, etc...). We could make this more
|
||||
// efficient by using ARM_shader_framebuffer_fetch. We use a load/store (i.e.
|
||||
// subpass) here because it's more convenient.
|
||||
colorPassOutput = ppm.customResolveUncompressPass(fg, colorPassOutput);
|
||||
colorPassOutput.linearColor =
|
||||
ppm.customResolveUncompressPass(fg, colorPassOutput.linearColor);
|
||||
}
|
||||
|
||||
// export the color buffer if screen-space reflections are enabled
|
||||
@@ -1137,7 +1152,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
// The "output" of this pass is going to be used during the next frame as
|
||||
// an "import".
|
||||
builder.sideEffect();
|
||||
data.history = builder.sample(colorPassOutput); // FIXME: an access must be declared for detach(), why?
|
||||
|
||||
// we can't use colorPassOutput here because it could be tonemapped
|
||||
data.history = builder.sample(colorPassOutput.linearColor); // FIXME: an access must be declared for detach(), why?
|
||||
}, [&view, projection](FrameGraphResources const& resources, auto const& data,
|
||||
backend::DriverApi&) {
|
||||
auto& history = view.getFrameHistory();
|
||||
@@ -1147,7 +1164,14 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
});
|
||||
}
|
||||
|
||||
FrameGraphId<FrameGraphTexture> input = colorPassOutput;
|
||||
// this is the output of the color pass / input to post processing,
|
||||
// this is only used later for comparing it with the output after post-processing
|
||||
FrameGraphId<FrameGraphTexture> const postProcessInput = colorGradingConfig.asSubpass ?
|
||||
colorPassOutput.tonemappedColor :
|
||||
colorPassOutput.linearColor;
|
||||
|
||||
// input can change below
|
||||
FrameGraphId<FrameGraphTexture> input = postProcessInput;
|
||||
fg.addTrivialSideEffectPass("Finish Color Passes", [&view](DriverApi& driver) {
|
||||
// Unbind SSAO sampler, b/c the FrameGraph will delete the texture at the end of the pass.
|
||||
view.cleanupRenderPasses();
|
||||
@@ -1158,8 +1182,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
// if the depth is not used below or if the depth is not MS (e.g. it could have been
|
||||
// auto-resolved).
|
||||
// In practice, this is used on Vulkan and older Metal devices.
|
||||
auto depth = blackboard.get<FrameGraphTexture>("depth");
|
||||
depth = ppm.resolve(fg, "Resolved Depth Buffer", depth, { .levels = 1 });
|
||||
auto depth = ppm.resolve(fg, "Resolved Depth Buffer", colorPassOutput.depth, { .levels = 1 });
|
||||
|
||||
// Debug: CSM visualisation
|
||||
if (UTILS_UNLIKELY(engine.debug.shadowmap.visualize_cascades &&
|
||||
@@ -1275,7 +1298,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
|
||||
// The intermediate buffer is accomplished with a "fake" opaqueBlit (i.e. blit) operation.
|
||||
|
||||
const bool outputIsSwapChain =
|
||||
(input == colorPassOutput) && (viewRenderTarget == mRenderTargetHandle);
|
||||
(input == postProcessInput) && (viewRenderTarget == mRenderTargetHandle);
|
||||
if (mightNeedFinalBlit) {
|
||||
if (blendModeTranslucent ||
|
||||
xvp != svp ||
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
Pod::Spec.new do |spec|
|
||||
spec.name = "Filament"
|
||||
spec.version = "1.54.0"
|
||||
spec.version = "1.54.1"
|
||||
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
|
||||
spec.homepage = "https://google.github.io/filament"
|
||||
spec.authors = "Google LLC."
|
||||
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
|
||||
spec.platform = :ios, "11.0"
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.54.0/filament-v1.54.0-ios.tgz" }
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.54.1/filament-v1.54.1-ios.tgz" }
|
||||
|
||||
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
|
||||
spec.pod_target_xcconfig = {
|
||||
|
||||
@@ -39,6 +39,7 @@ set(MATERIAL_SRCS
|
||||
materials/sandboxSubsurface.mat
|
||||
materials/sandboxUnlit.mat
|
||||
materials/texturedLit.mat
|
||||
materials/iconTest.mat
|
||||
)
|
||||
|
||||
if (CMAKE_CROSSCOMPILING)
|
||||
@@ -270,6 +271,7 @@ if (NOT ANDROID)
|
||||
add_demo(viewtest)
|
||||
|
||||
# Sample app specific
|
||||
target_link_libraries(hellotriangle PRIVATE gltf-demo-resources uberarchive gltfio)
|
||||
target_link_libraries(frame_generator PRIVATE imageio)
|
||||
target_link_libraries(gltf_viewer PRIVATE gltf-demo-resources uberarchive gltfio viewer)
|
||||
target_link_libraries(gltf_instances PRIVATE gltf-demo-resources uberarchive gltfio viewer)
|
||||
|
||||
@@ -1,192 +1,490 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#include <filament/Camera.h>
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/IndexBuffer.h>
|
||||
#include <filament/Material.h>
|
||||
#include <filament/MaterialInstance.h>
|
||||
#include <filament/LightManager.h>
|
||||
#include <filament/RenderableManager.h>
|
||||
#include <filament/Renderer.h>
|
||||
#include <filament/Scene.h>
|
||||
#include <filament/Skybox.h>
|
||||
#include <filament/TransformManager.h>
|
||||
#include <filament/VertexBuffer.h>
|
||||
#include <filament/View.h>
|
||||
#include <filament/Viewport.h>
|
||||
#include <filament/SwapChain.h>
|
||||
#include <filament/Texture.h>
|
||||
#include <filament/TransformManager.h>
|
||||
#include <filament/RenderTarget.h>
|
||||
|
||||
#include <filamat/MaterialBuilder.h>
|
||||
|
||||
#include <utils/EntityManager.h>
|
||||
#include <utils/Log.h>
|
||||
|
||||
#include <filamentapp/Config.h>
|
||||
#include <filamentapp/FilamentApp.h>
|
||||
#include <math/norm.h>
|
||||
|
||||
#include <getopt/getopt.h>
|
||||
#include <gltfio/AssetLoader.h>
|
||||
#include <gltfio/ResourceLoader.h>
|
||||
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <SDL_video.h>
|
||||
|
||||
#include <filamentapp/NativeWindowHelper.h>
|
||||
|
||||
#include "generated/resources/resources.h"
|
||||
#include "materials/uberarchive.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
using namespace filament;
|
||||
using utils::Entity;
|
||||
using utils::EntityManager;
|
||||
using namespace math;
|
||||
using namespace utils;
|
||||
|
||||
struct App {
|
||||
Config config;
|
||||
VertexBuffer* vb;
|
||||
IndexBuffer* ib;
|
||||
Material* mat;
|
||||
Camera* cam;
|
||||
Entity camera;
|
||||
Skybox* skybox;
|
||||
Entity renderable;
|
||||
namespace {
|
||||
|
||||
const static uint32_t gIndices[] = {0, 1, 2, 2, 3, 0};
|
||||
|
||||
float const QUAD_WIDTH = .5;
|
||||
|
||||
const static math::float3 gVertices[] = {
|
||||
float3 {0, 0, 0} * QUAD_WIDTH,
|
||||
float3 {0, 1, 0} * QUAD_WIDTH,
|
||||
float3 {1, 1, 0} * QUAD_WIDTH,
|
||||
float3 {1, 0, 0} * QUAD_WIDTH,
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
filament::math::float2 position;
|
||||
uint32_t color;
|
||||
const static math::float2 gUVs[] = {
|
||||
{0, 0},
|
||||
{0, 1},
|
||||
{1, 1},
|
||||
{1, 0},
|
||||
};
|
||||
|
||||
static const Vertex TRIANGLE_VERTICES[3] = {
|
||||
{{1, 0}, 0xffff0000u},
|
||||
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
|
||||
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
|
||||
};
|
||||
const static short4 tbn = math::packSnorm16(mat3f::packTangentFrame(
|
||||
math::mat3f{float3{1.0f, 0.0f, 0.0f}, float3{0.0f, 0.0f, 1.0f},
|
||||
float3{0.0f, 1.0f, 0.0f}}).xyzw);
|
||||
|
||||
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
|
||||
const static math::short4 gNormals[]{tbn, tbn, tbn, tbn};
|
||||
|
||||
static void printUsage(char* name) {
|
||||
std::string exec_name(utils::Path(name).getName());
|
||||
std::string usage(
|
||||
"HELLOTRIANGLE renders a spinning colored triangle\n"
|
||||
"Usage:\n"
|
||||
" HELLOTRIANGLE [options]\n"
|
||||
"Options:\n"
|
||||
" --help, -h\n"
|
||||
" Prints this message\n\n"
|
||||
" --api, -a\n"
|
||||
" Specify the backend API: opengl, vulkan, or metal\n"
|
||||
);
|
||||
const std::string from("HELLOTRIANGLE");
|
||||
for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
|
||||
usage.replace(pos, from.length(), exec_name);
|
||||
struct TestPrimitive {
|
||||
TestPrimitive(Engine* engine) {
|
||||
vertexBuffer =
|
||||
VertexBuffer::Builder()
|
||||
.vertexCount(4)
|
||||
.bufferCount(3)
|
||||
.attribute(VertexAttribute::POSITION, 0,
|
||||
VertexBuffer::AttributeType::FLOAT3)
|
||||
.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
|
||||
.attribute(VertexAttribute::TANGENTS, 2, VertexBuffer::AttributeType::FLOAT4)
|
||||
.build(*engine);
|
||||
vertexBuffer->setBufferAt(*engine, 0,
|
||||
VertexBuffer::BufferDescriptor(gVertices,
|
||||
vertexBuffer->getVertexCount() * sizeof(gVertices[0])));
|
||||
vertexBuffer->setBufferAt(*engine, 1,
|
||||
VertexBuffer::BufferDescriptor(gUVs,
|
||||
vertexBuffer->getVertexCount() * sizeof(gUVs[0])));
|
||||
vertexBuffer->setBufferAt(*engine, 2,
|
||||
VertexBuffer::BufferDescriptor(gNormals,
|
||||
vertexBuffer->getVertexCount() * sizeof(gNormals[0])));
|
||||
|
||||
indexBuffer = IndexBuffer::Builder().indexCount(6).build(*engine);
|
||||
|
||||
indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(gIndices,
|
||||
indexBuffer->getIndexCount() * sizeof(uint32_t)));
|
||||
}
|
||||
std::cout << usage;
|
||||
|
||||
VertexBuffer* verts() const { return vertexBuffer; }
|
||||
IndexBuffer* inds() const { return indexBuffer; }
|
||||
|
||||
private:
|
||||
VertexBuffer* vertexBuffer;
|
||||
IndexBuffer* indexBuffer;
|
||||
};
|
||||
|
||||
struct TestMaterial {
|
||||
TestMaterial(Engine* engine) {
|
||||
material = Material::Builder()
|
||||
.package(RESOURCES_ICONTEST_DATA, RESOURCES_ICONTEST_SIZE)
|
||||
.build(*engine);
|
||||
}
|
||||
|
||||
MaterialInstance* instance() {
|
||||
auto inst = material->createInstance();
|
||||
instances.push_back(inst);
|
||||
return inst;
|
||||
}
|
||||
|
||||
private:
|
||||
Material* material;
|
||||
std::vector<MaterialInstance*> instances;
|
||||
};
|
||||
|
||||
struct TestTexture {
|
||||
TestTexture(Engine* engine, size_t width, size_t height, bool attachment=false) {
|
||||
auto usage = Texture::Usage::DEFAULT;
|
||||
if (attachment) {
|
||||
usage = usage | Texture::Usage::COLOR_ATTACHMENT;
|
||||
}
|
||||
texture = Texture::Builder()
|
||||
.width(width).height(height).levels(1)
|
||||
.usage(usage)
|
||||
.format(Texture::InternalFormat::RGBA8).build(*engine);
|
||||
uint8_t* data = (uint8_t*) malloc(width * height * 4);
|
||||
std::memset(data, 0xFF, width * height * 4);
|
||||
Texture::PixelBufferDescriptor buffer(data, size_t(width * height * 4),
|
||||
Texture::Format::RGBA, Texture::Type::UBYTE,
|
||||
[](void* buf, size_t size, void* user) {
|
||||
free(buf);
|
||||
});
|
||||
texture->setImage(*engine, 0, 0, 0, 0, width, height, 1, std::move(buffer));
|
||||
}
|
||||
Texture* get() const { return texture; }
|
||||
private:
|
||||
Texture* texture;
|
||||
};
|
||||
|
||||
std::pair<SDL_Window*, void*> createSDLwindow() {
|
||||
const uint32_t windowFlags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
SDL_Window* win = SDL_CreateWindow("Hello World!", 0, 100, 800, 800, windowFlags);
|
||||
if (win == nullptr) {
|
||||
std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
|
||||
SDL_Quit();
|
||||
return {NULL, NULL};
|
||||
}
|
||||
|
||||
void* nativeWindow = getNativeWindow(win);
|
||||
#if defined(__APPLE__)
|
||||
prepareNativeWindow(win);
|
||||
setUpMetalLayer(nativeWindow);
|
||||
#endif
|
||||
|
||||
return {win, nativeWindow};
|
||||
}
|
||||
|
||||
static int handleCommandLineArguments(int argc, char* argv[], App* app) {
|
||||
static constexpr const char* OPTSTR = "ha:";
|
||||
static const struct option OPTIONS[] = {
|
||||
{ "help", no_argument, nullptr, 'h' },
|
||||
{ "api", required_argument, nullptr, 'a' },
|
||||
{ nullptr, 0, nullptr, 0 }
|
||||
struct IconScene {
|
||||
|
||||
struct Option {
|
||||
float border=1.4;
|
||||
bool postProcessing=true;
|
||||
bool useSkybox=false;
|
||||
};
|
||||
int opt;
|
||||
int option_index = 0;
|
||||
while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) {
|
||||
std::string arg(optarg ? optarg : "");
|
||||
switch (opt) {
|
||||
default:
|
||||
case 'h':
|
||||
printUsage(argv[0]);
|
||||
exit(0);
|
||||
case 'a':
|
||||
if (arg == "opengl") {
|
||||
app->config.backend = Engine::Backend::OPENGL;
|
||||
} else if (arg == "vulkan") {
|
||||
app->config.backend = Engine::Backend::VULKAN;
|
||||
} else if (arg == "metal") {
|
||||
app->config.backend = Engine::Backend::METAL;
|
||||
} else {
|
||||
std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n";
|
||||
exit(1);
|
||||
}
|
||||
break;
|
||||
|
||||
IconScene(Engine* engine, Renderer* renderer, uint32_t w, uint32_t h, Option option)
|
||||
: engine(engine),
|
||||
renderer(renderer),
|
||||
material(engine),
|
||||
primitives(engine) {
|
||||
cameraEntity = EntityManager::get().create();
|
||||
camera = engine->createCamera(cameraEntity);
|
||||
camera->lookAt(float3(0, 0, -10.f), float3(0, 0, 0), float3(0, 1.0f, 0));
|
||||
float halfWidth = (QUAD_WIDTH / 2) * option.border;
|
||||
camera->setProjection(Camera::Projection::ORTHO,
|
||||
-halfWidth , halfWidth, -halfWidth, halfWidth, -50, 50);
|
||||
|
||||
scene = engine->createScene();
|
||||
|
||||
view = engine->createView();
|
||||
view->setViewport({0, 0, w, h});
|
||||
view->setScene(scene);
|
||||
view->setCamera(camera);
|
||||
view->setPostProcessingEnabled(false);
|
||||
|
||||
Entity renderable = EntityManager::get().create();
|
||||
matInstance = material.instance();
|
||||
RenderableManager::Builder(1)
|
||||
.boundingBox({{-10, -10, -10}, {10, 10, 10}})
|
||||
.material(0, matInstance)
|
||||
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
|
||||
primitives.verts(), primitives.inds(), 0, 6)
|
||||
.culling(false)
|
||||
.build(*engine, renderable);
|
||||
|
||||
scene->addEntity(renderable);
|
||||
|
||||
auto& tcm = engine->getTransformManager();
|
||||
tcm.create(renderable);
|
||||
auto inst = tcm.getInstance(renderable);
|
||||
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH / -2.0, QUAD_WIDTH / -2.0, 0));
|
||||
tcm.setTransform(inst, xlate);
|
||||
}
|
||||
|
||||
void render(Texture* texture, Texture* renderTargetTexture, float3 const& multiplier) {
|
||||
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
|
||||
TextureSampler::MagFilter::NEAREST};
|
||||
|
||||
matInstance->setParameter("tex", texture, sampler);
|
||||
matInstance->setParameter("multiplier", multiplier);
|
||||
|
||||
RenderTarget* target;
|
||||
if (auto itr = targets.find(renderTargetTexture); itr != targets.end()) {
|
||||
target = itr->second;
|
||||
} else {
|
||||
target = RenderTarget::Builder()
|
||||
.texture(RenderTarget::AttachmentPoint::COLOR, renderTargetTexture)
|
||||
.build(*engine);
|
||||
targets[renderTargetTexture] = target;
|
||||
}
|
||||
|
||||
view->setRenderTarget(target);
|
||||
renderer->renderStandaloneView(view);
|
||||
}
|
||||
|
||||
void renderToSwapChain(SwapChain* swapChain, Texture* texture) {
|
||||
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
|
||||
TextureSampler::MagFilter::NEAREST};
|
||||
matInstance->setParameter("tex", texture, sampler);
|
||||
matInstance->setParameter("multiplier", float3 {1});
|
||||
|
||||
if (renderer->beginFrame(swapChain)) {
|
||||
// for each View
|
||||
renderer->render(view);
|
||||
renderer->endFrame();
|
||||
}
|
||||
}
|
||||
return optind;
|
||||
|
||||
|
||||
private:
|
||||
Engine* engine;
|
||||
Renderer* renderer;
|
||||
View* view;
|
||||
Scene* scene;
|
||||
Camera* camera;
|
||||
TestMaterial material;
|
||||
TestPrimitive primitives;
|
||||
Entity cameraEntity;
|
||||
Skybox* skybox;
|
||||
MaterialInstance* matInstance;
|
||||
std::unordered_map<Texture*, RenderTarget*> targets;
|
||||
};
|
||||
|
||||
struct MainScene {
|
||||
using TextureMatrix = std::vector<std::vector<Texture*>>;
|
||||
|
||||
MainScene(Engine* engine, Renderer* renderer, uint32_t w, uint32_t h, uint32_t nrows,
|
||||
uint32_t ncols)
|
||||
: renderer(renderer),
|
||||
primitives{engine},
|
||||
material(engine),
|
||||
engine(engine) {
|
||||
cameraEntity = EntityManager::get().create();
|
||||
|
||||
camera = engine->createCamera(cameraEntity);
|
||||
camera->lookAt(float3(0, 0, -10.f), float3(0, 0, 0), float3(0, 1.0f, 0));
|
||||
camera->setProjection(45.0, double(w) / h, 0.1, 50, Camera::Fov::VERTICAL);
|
||||
|
||||
scene = engine->createScene();
|
||||
|
||||
// skybox = Skybox::Builder().color({0.2, 0.2, 0.2, 1.0}).build(*engine);
|
||||
// scene->setSkybox(skybox);
|
||||
|
||||
view = engine->createView();
|
||||
view->setViewport({0, 0, w, h});
|
||||
view->setScene(scene);
|
||||
view->setCamera(camera);
|
||||
view->setPostProcessingEnabled(false);
|
||||
|
||||
root = EntityManager::get().create();
|
||||
auto& tcm = engine->getTransformManager();
|
||||
tcm.create(root);
|
||||
auto rootInst = tcm.getInstance(root);
|
||||
mat4f xlate = mat4f::translation(float3(-QUAD_WIDTH / 2 * nrows , -QUAD_WIDTH / 2 * ncols, 0));
|
||||
tcm.setTransform(rootInst, xlate);
|
||||
|
||||
matInst = material.instance();
|
||||
|
||||
renderable = EntityManager::get().create();
|
||||
scene->addEntity(renderable);
|
||||
RenderableManager::Builder(1)
|
||||
.boundingBox({{-10, -10, -10}, {10, 10, 10}})
|
||||
.material(0, matInst)
|
||||
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
|
||||
primitives.verts(), primitives.inds(), 0, 6)
|
||||
.culling(false)
|
||||
.build(*engine, renderable);
|
||||
|
||||
auto transformInst = tcm.getInstance(renderable);
|
||||
tcm.setParent(transformInst, rootInst);
|
||||
}
|
||||
|
||||
void render(Texture* texture, RenderTarget* target, uint32_t r, uint32_t c) {
|
||||
auto& tcm = engine->getTransformManager();
|
||||
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
|
||||
TextureSampler::MagFilter::NEAREST};
|
||||
matInst->setParameter("tex", texture, sampler);
|
||||
matInst->setParameter("multiplier", float3 {1});
|
||||
|
||||
auto transformInst = tcm.getInstance(renderable);
|
||||
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH * r, QUAD_WIDTH * c, 0));
|
||||
tcm.setTransform(transformInst, xlate);
|
||||
|
||||
view->setRenderTarget(target);
|
||||
renderer->renderStandaloneView(view);
|
||||
}
|
||||
|
||||
void renderToSwapChain(SwapChain* swapChain, Texture* texture, uint32_t r, uint32_t c){
|
||||
auto& tcm = engine->getTransformManager();
|
||||
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
|
||||
TextureSampler::MagFilter::NEAREST};
|
||||
matInst->setParameter("tex", texture, sampler);
|
||||
matInst->setParameter("multiplier", float3 {1});
|
||||
|
||||
auto transformInst = tcm.getInstance(renderable);
|
||||
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH * r, QUAD_WIDTH * c, 0));
|
||||
tcm.setTransform(transformInst, xlate);
|
||||
|
||||
if (renderer->beginFrame(swapChain)) {
|
||||
// for each View
|
||||
renderer->render(view);
|
||||
renderer->endFrame();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Scene* get() const { return scene; }
|
||||
Camera* getCamera() const { return camera; }
|
||||
View* getView() const { return view; }
|
||||
|
||||
private:
|
||||
Renderer* renderer;
|
||||
TestMaterial material;
|
||||
MaterialInstance* matInst;
|
||||
TestPrimitive primitives;
|
||||
TextureMatrix textures;
|
||||
Scene* scene;
|
||||
Entity light;
|
||||
Entity root;
|
||||
Entity renderable;
|
||||
Camera* camera;
|
||||
Entity cameraEntity;
|
||||
Skybox* skybox;
|
||||
View* view;
|
||||
std::vector<Entity> renderables;
|
||||
Engine* engine;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
App app{};
|
||||
app.config.title = "hellotriangle";
|
||||
app.config.featureLevel = backend::FeatureLevel::FEATURE_LEVEL_0;
|
||||
handleCommandLineArguments(argc, argv, &app);
|
||||
int main() {
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
auto const [window, nativeWindow] = createSDLwindow();
|
||||
|
||||
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
|
||||
app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
|
||||
scene->setSkybox(app.skybox);
|
||||
view->setPostProcessingEnabled(false);
|
||||
static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
|
||||
app.vb = VertexBuffer::Builder()
|
||||
.vertexCount(3)
|
||||
.bufferCount(1)
|
||||
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
|
||||
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
|
||||
.normalized(VertexAttribute::COLOR)
|
||||
.build(*engine);
|
||||
app.vb->setBufferAt(*engine, 0,
|
||||
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
|
||||
app.ib = IndexBuffer::Builder()
|
||||
.indexCount(3)
|
||||
.bufferType(IndexBuffer::IndexType::USHORT)
|
||||
.build(*engine);
|
||||
app.ib->setBuffer(*engine,
|
||||
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr));
|
||||
app.mat = Material::Builder()
|
||||
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
|
||||
.build(*engine);
|
||||
app.renderable = EntityManager::get().create();
|
||||
RenderableManager::Builder(1)
|
||||
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
|
||||
.material(0, app.mat->getDefaultInstance())
|
||||
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
|
||||
.culling(false)
|
||||
.receiveShadows(false)
|
||||
.castShadows(false)
|
||||
.build(*engine, app.renderable);
|
||||
scene->addEntity(app.renderable);
|
||||
app.camera = utils::EntityManager::get().create();
|
||||
app.cam = engine->createCamera(app.camera);
|
||||
view->setCamera(app.cam);
|
||||
Engine* engine = Engine::create(filament::backend::Backend::VULKAN);
|
||||
SwapChain* swapChain =
|
||||
engine->createSwapChain(nativeWindow, filament::SwapChain::CONFIG_HAS_STENCIL_BUFFER);
|
||||
Renderer* renderer = engine->createRenderer();
|
||||
|
||||
// Determine the current size of the window in physical pixels.
|
||||
uint32_t w, h;
|
||||
SDL_GL_GetDrawableSize(window, (int*) &w, (int*) &h);
|
||||
|
||||
filamat::MaterialBuilder::init();
|
||||
|
||||
TestTexture matTexture {engine, 27, 27};
|
||||
|
||||
size_t const nrow = 10, ncol = 10;
|
||||
|
||||
uint32_t const iconWidth = 50;
|
||||
uint32_t const iconHeight = 50;
|
||||
|
||||
IconScene iconScene {engine, renderer, iconWidth, iconHeight, {.useSkybox=false} };
|
||||
|
||||
auto buildTargets = [nrow, ncol, engine]() {
|
||||
std::vector<std::vector<Texture*>> targets;
|
||||
for (size_t r = 0; r < nrow; r++) {
|
||||
std::vector<Texture*> row;
|
||||
for (size_t c = 0; c < ncol; c++) {
|
||||
TestTexture ttex {engine, iconWidth, iconHeight, true };
|
||||
row.push_back(ttex.get());
|
||||
}
|
||||
targets.push_back(row);
|
||||
}
|
||||
return targets;
|
||||
};
|
||||
|
||||
auto cleanup = [&app](Engine* engine, View*, Scene*) {
|
||||
engine->destroy(app.skybox);
|
||||
engine->destroy(app.renderable);
|
||||
engine->destroy(app.mat);
|
||||
engine->destroy(app.vb);
|
||||
engine->destroy(app.ib);
|
||||
engine->destroyCameraComponent(app.camera);
|
||||
utils::EntityManager::get().destroy(app.camera);
|
||||
};
|
||||
std::vector<std::vector<Texture*>> targets0 = buildTargets();
|
||||
std::vector<std::vector<Texture*>> targets1 = buildTargets();
|
||||
std::vector<std::vector<Texture*>> targets2 = buildTargets();
|
||||
|
||||
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
|
||||
constexpr float ZOOM = 1.5f;
|
||||
const uint32_t w = view->getViewport().width;
|
||||
const uint32_t h = view->getViewport().height;
|
||||
const float aspect = (float) w / h;
|
||||
app.cam->setProjection(Camera::Projection::ORTHO,
|
||||
-aspect * ZOOM, aspect * ZOOM,
|
||||
-ZOOM, ZOOM, 0, 1);
|
||||
auto& tcm = engine->getTransformManager();
|
||||
tcm.setTransform(tcm.getInstance(app.renderable),
|
||||
filament::math::mat4f::rotation(now, filament::math::float3{ 0, 0, 1 }));
|
||||
});
|
||||
MainScene scene(engine, renderer, w, h, nrow, ncol);
|
||||
|
||||
FilamentApp::get().run(app.config, setup, cleanup);
|
||||
renderer->setClearOptions({.clear = false});
|
||||
float3 const a {.7, .3, .3};
|
||||
float3 const b {.3, .7, .3};
|
||||
std::vector<std::pair<size_t, size_t>> coords;
|
||||
for (size_t r = 0; r < nrow; r++) {
|
||||
for (size_t c = 0; c < ncol; c++) {
|
||||
coords.push_back({r, c});
|
||||
}
|
||||
}
|
||||
|
||||
IconScene swapChainScene{engine, renderer, w, h, {
|
||||
.border = 1.0f, .postProcessing = false}};
|
||||
|
||||
TestTexture mainTex{engine, w, h, true};
|
||||
auto mainRT = RenderTarget::Builder()
|
||||
.texture(RenderTarget::AttachmentPoint::COLOR, mainTex.get())
|
||||
.build(*engine);
|
||||
|
||||
bool closeWindow = false;
|
||||
size_t count = 0;
|
||||
while (!closeWindow && ++count) {
|
||||
constexpr int kMaxEvents = 16;
|
||||
SDL_Event events[kMaxEvents];
|
||||
int nevents = 0;
|
||||
while (nevents < kMaxEvents && SDL_PollEvent(&events[nevents]) != 0) {
|
||||
nevents++;
|
||||
}
|
||||
|
||||
// Now, loop over the events a second time for app-side processing.
|
||||
for (int i = 0; i < nevents; i++) {
|
||||
const SDL_Event& event = events[i];
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
closeWindow = true;
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
switch (event.window.event) {
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
auto [r, c] = coords[count % coords.size()];
|
||||
float3 color0 = (r + c) % 2 == 0 ? a : b;
|
||||
float3 color1 = (r + c) % 2 == 0 ? b : a;
|
||||
auto rt0 = targets0[r][c];
|
||||
auto rt1 = targets1[r][c];
|
||||
auto rt2 = targets2[r][c];
|
||||
iconScene.render(matTexture.get(), rt0, color0);
|
||||
iconScene.render(rt0, rt1, color1);
|
||||
iconScene.render(rt1, rt2, float3 {.8});
|
||||
// engine->flushAndWait();
|
||||
scene.render(rt2, mainRT, r, c);
|
||||
// engine->flushAndWait();
|
||||
// engine->flush();
|
||||
// scene.renderToSwapChain(swapChain, rt1, r, c);
|
||||
|
||||
|
||||
if (count % 27 == 0) {
|
||||
swapChainScene.renderToSwapChain(swapChain, mainTex.get());
|
||||
}
|
||||
SDL_Delay(16);
|
||||
|
||||
// if (renderer->beginFrame(swapChain)) {
|
||||
// // for each View
|
||||
// renderer->render(scene.getView());
|
||||
// renderer->endFrame();
|
||||
// }
|
||||
|
||||
|
||||
// SDL_Delay(16);
|
||||
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
26
samples/materials/iconTest.mat
Normal file
26
samples/materials/iconTest.mat
Normal file
@@ -0,0 +1,26 @@
|
||||
material {
|
||||
name : Icon,
|
||||
shadingModel : unlit,
|
||||
requires : [
|
||||
uv0
|
||||
],
|
||||
parameters : [
|
||||
{
|
||||
type : sampler2d,
|
||||
name : tex
|
||||
},
|
||||
{
|
||||
type : float3,
|
||||
name : multiplier
|
||||
}
|
||||
],
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
vec3 m = materialParams.multiplier;
|
||||
vec3 rgb = texture(materialParams_tex, getUV0()).rgb * m;
|
||||
material.baseColor = vec4(rgb, 1.0);
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "filament",
|
||||
"version": "1.54.0",
|
||||
"version": "1.54.1",
|
||||
"description": "Real-time physically based rendering engine",
|
||||
"main": "filament.js",
|
||||
"module": "filament.js",
|
||||
|
||||
Reference in New Issue
Block a user