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Author SHA1 Message Date
Powei Feng
6474cb0bcd vk: fixing renderstandalone 2024-10-09 16:27:50 -07:00
6 changed files with 482 additions and 154 deletions

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@@ -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

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@@ -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);
}

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@@ -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;

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@@ -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)

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@@ -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;
}

View 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);
}
}