/* * Copyright (C) 2023 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 "common/arguments.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "generated/resources/resources.h" using namespace filament; using utils::Entity; using utils::EntityManager; using utils::Path; using utils::FixedCapacityVector; using namespace filament::math; struct App { VertexBuffer* vbs[10]; size_t vbCount = 0; IndexBuffer *ib, *ib2; Material* mat; Camera* cam; Entity camera; Skybox* skybox; Entity renderables[4]; SkinningBuffer *sb, *sb2; MorphTargetBuffer *mt; BufferObject* bos[10]; size_t boCount = 0; size_t bonesPerVertex; FixedCapacityVector> boneDataPerPrimitive, boneDataPerPrimitiveMulti; }; struct Vertex { float2 position; uint32_t color; }; static const Vertex TRIANGLE_VERTICES_1[6] = { {{ 1, 0}, 0xff00ff00u}, {{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff330088u}, {{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880033u}, {{-1, 0}, 0xff00ff00u}, {{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff330088u}, {{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880033u}, }; static const Vertex TRIANGLE_VERTICES_2[6] = { {{ 1, 0}, 0xff0000ffu}, {{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xfff055ffu}, {{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880088u}, {{-1, 0}, 0xff0000ffu}, {{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xfff055ffu}, {{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880088u}, }; static const Vertex TRIANGLE_VERTICES_3[6] = { {{ 1, 0}, 0xfff00f88u}, {{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff00ffaau}, {{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu}, {{-1, 0}, 0xfff00f88u}, {{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff00ffaau}, {{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff00ffffu}, }; static const float3 targets_pos[9] = { { -2, 0, 0},{ 0, 2, 0},{ 1, 0, 0}, { 1, 1, 0},{ -1, 0, 0},{ -1, 0, 0}, { 0, 0, 0},{ 0, 0, 0},{ 0, 0, 0} }; static const short4 targets_tan[9] = { { 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0}, { 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0}, { 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}; static const uint16_t skinJoints[] = { 0, 1, 2, 5, 0, 2, 3, 5, 0, 3, 1, 5}; static const float skinWeights[] = { 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.f, 0.5f, 0.5f, 0.0f, 0.f, 0.5f,}; static float2 boneDataArray[48] = {}; //indices and weights for up to 3 vertices with 8 bones static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 }, TRIANGLE_INDICES_2[6] = { 0, 2, 4, 1, 3, 5 }; mat4f transforms[] = {math::mat4f(1), mat4f::translation(float3(1, 0, 0)), mat4f::translation(float3(1, 1, 0)), mat4f::translation(float3(0, 1, 0)), mat4f::translation(float3(-1, 1, 0)), mat4f::translation(float3(-1, 0, 0)), mat4f::translation(float3(-1, -1, 0)), mat4f::translation(float3(0, -1, 0)), mat4f::translation(float3(1, -1, 0))}; static void printUsage(char* name) { std::string exec_name(Path(name).getName()); std::string usage( "SAMPLE is a command-line tool for testing Filament skinning buffers.\n" "Usage:\n" " SAMPLE [options]\n" "Options:\n" " --help, -h\n" " Prints this message\n\n" "API_USAGE" ); const std::string from("SAMPLE"); for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) { usage.replace(pos, from.length(), exec_name); } const std::string apiUsage("API_USAGE"); for (size_t pos = usage.find(apiUsage); pos != std::string::npos; pos = usage.find(apiUsage, pos)) { usage.replace(pos, apiUsage.length(), samples::getBackendAPIArgumentsUsage()); } std::cout << usage; } static int handleCommandLineArgments(int argc, char* argv[], Config* config) { 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 } // termination of the option list }; int opt; int option_index = 0; while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) { std::string arg(optarg != nullptr ? optarg : ""); switch (opt) { default: case 'h': printUsage(argv[0]); exit(0); case 'a': config->backend = samples::parseArgumentsForBackend(arg); break; } } return optind; } int main(int argc, char** argv) { App app; app.boneDataPerPrimitive = FixedCapacityVector>(3); app.boneDataPerPrimitiveMulti = FixedCapacityVector>(6); app.bonesPerVertex = 8; Config config; config.title = "skinning test with more than 4 bones per vertex"; handleCommandLineArgments(argc, argv, &config); size_t boneCount = app.bonesPerVertex; float weight = 1.f / boneCount; FixedCapacityVector boneDataPerVertex(boneCount); for (size_t idx = 0; idx < boneCount; idx++) { boneDataPerVertex[idx] = float2(idx, weight); boneDataArray[idx] = float2(idx, weight); boneDataArray[idx + boneCount] = float2(idx, weight); boneDataArray[idx + 2 * boneCount] = float2(idx, weight); boneDataArray[idx + 3 * boneCount] = float2(idx, weight); boneDataArray[idx + 4 * boneCount] = float2(idx, weight); boneDataArray[idx + 5 * boneCount] = float2(idx, weight); } auto idx = 0; app.boneDataPerPrimitive[idx++] = boneDataPerVertex; app.boneDataPerPrimitive[idx++] = boneDataPerVertex; app.boneDataPerPrimitive[idx++] = boneDataPerVertex; for (size_t vertex_idx = 0; vertex_idx < 6; vertex_idx++) { boneCount = vertex_idx % app.bonesPerVertex + 1; weight = 1.f / boneCount; FixedCapacityVector boneDataPerVertex1(boneCount); for (size_t idx = 0; idx < boneCount; idx++) { boneDataPerVertex1[idx] = float2(idx, weight); } app.boneDataPerPrimitiveMulti[vertex_idx] = boneDataPerVertex1; } 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."); // primitives for renderable 0 ------------------------- // primitive 0/1, triangle without skinning app.vbs[app.vbCount] = 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) .advancedSkinning(true) .build(*engine); app.vbs[app.vbCount]->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_1, 36, nullptr)); app.vbCount++; // primitive 0/2, triangle without skinning, buffer objects enabled app.vbs[app.vbCount] = 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) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_1 + 3, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.vbCount++; app.boCount++; // primitives for renderable 1 ------------------------- // primitive 1/1, triangle with skinning vertex attributes (only 4 bones), // buffer object disabled app.vbs[app.vbCount] = VertexBuffer::Builder() .vertexCount(3) .bufferCount(3) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12) .normalized(VertexAttribute::COLOR) .attribute(VertexAttribute::BONE_INDICES, 1, VertexBuffer::AttributeType::USHORT4, 0, 8) .attribute(VertexAttribute::BONE_WEIGHTS, 2, VertexBuffer::AttributeType::FLOAT4, 0, 16) .build(*engine); app.vbs[app.vbCount]->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_2, 36, nullptr)); app.vbs[app.vbCount]->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(skinJoints, 24, nullptr)); app.vbs[app.vbCount]->setBufferAt(*engine, 2, VertexBuffer::BufferDescriptor(skinWeights, 48, nullptr)); app.vbCount++; // primitive 1/2, triangle with skinning vertex attributes (only 4 bones), // buffer objects enabled app.vbs[app.vbCount] = VertexBuffer::Builder() .vertexCount(3) .bufferCount(3) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12) .normalized(VertexAttribute::COLOR) .attribute(VertexAttribute::BONE_INDICES, 1, VertexBuffer::AttributeType::USHORT4, 0, 8) .attribute(VertexAttribute::BONE_WEIGHTS, 2, VertexBuffer::AttributeType::FLOAT4, 0, 16) .enableBufferObjects() .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_2 + 2, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.bos[app.boCount] = BufferObject::Builder() .size(24) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( skinJoints, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 1, app.bos[app.boCount]); app.boCount++; app.bos[app.boCount] = BufferObject::Builder() .size(48) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( skinWeights, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 2, app.bos[app.boCount]); app.boCount++; app.vbCount++; // primitives for renderable 2 ------------------------- // primitive 2/1, triangle with advanced skinning, buffer objects enabled app.vbs[app.vbCount] = 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) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_3, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.vbCount++; // primitive 2/2, triangle with advanced skinning, buffer objects enabled, for morph app.vbs[app.vbCount] = 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) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_3 + 1, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.vbCount++; // primitive 2/3, triangle with advanced skinning, buffer objects enabled, app.vbs[app.vbCount] = 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) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.vbCount++; // primitives for renderable 3 ------------------------- // primitive 3/1, two triangles with advanced skinning, buffer objects enabled, app.vbs[app.vbCount] = VertexBuffer::Builder() .vertexCount(6) .bufferCount(1) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12) .normalized(VertexAttribute::COLOR) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(6 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_1, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.vbCount++; // primitive 3/2, triangle with advanced skinning and morph, buffer objects enabled, app.vbs[app.vbCount] = 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) .enableBufferObjects() .advancedSkinning(true) .build(*engine); app.bos[app.boCount] = BufferObject::Builder() .size(3 * sizeof(Vertex)) .build(*engine); app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor( TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(), nullptr)); app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0, app.bos[app.boCount]); app.boCount++; app.vbCount++; // Index buffer data app.ib = IndexBuffer::Builder() .indexCount(3) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 3 * sizeof(uint16_t),nullptr)); app.ib2 = IndexBuffer::Builder() .indexCount(6) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib2->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES_2, 6 * sizeof(uint16_t),nullptr)); app.mat = Material::Builder() .package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE) .build(*engine); // Skinning buffer for renderable 2 app.sb = SkinningBuffer::Builder() .boneCount(9) .initialize(true) .build(*engine); // Skinning buffer common for renderable 3 app.sb2 = SkinningBuffer::Builder() .boneCount(9) .initialize(true) .build(*engine); app.sb->setBones(*engine, transforms,9,0); // Morph target definition to check combination bone skinning and blend shapes app.mt = MorphTargetBuffer::Builder() .vertexCount(9) .count(3) .build( *engine); app.mt->setPositionsAt(*engine,0, targets_pos, 3, 0); app.mt->setPositionsAt(*engine,1, targets_pos+3, 3, 0); app.mt->setPositionsAt(*engine,2, targets_pos+6, 3, 0); app.mt->setTangentsAt(*engine,0, targets_tan, 9, 0); app.mt->setTangentsAt(*engine,1, targets_tan, 9, 0); app.mt->setTangentsAt(*engine,2, targets_tan, 9, 0); // renderable 0: no skinning // primitive 0 = triangle, no skinning, no morph target // primitive 1 = triangle, no skinning, morph target // primitive 2 = triangle, no skinning, no morph target, buffer objects enabled // primitive 3 = triangle, no skinning, morph target, buffer objects enabled app.renderables[0] = EntityManager::get().create(); RenderableManager::Builder(4) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .material(1, app.mat->getDefaultInstance()) .material(2, app.mat->getDefaultInstance()) .material(3, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[0], app.ib, 0, 3) .geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[0], app.ib, 0, 3) .geometry(2, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[1], app.ib, 0, 3) .geometry(3, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[1], app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .morphing(app.mt) .morphing(0, 1, 0) .morphing(0, 3, 0) .build(*engine, app.renderables[0]); // renderable 1: attribute bone data definitions skinning // primitive 0 = triangle with skinning and with morphing, bone data defined as vertex attributes (buffer object) // primitive 1 = trinagle with skinning, bone data defined as vertex attributes // primitive 3 = triangle with skinning, bone data defined as vertex attributes (buffer object) // primitive 2 = triangle with skinning and with morphing, bone data defined as vertex attributes app.renderables[1] = EntityManager::get().create(); RenderableManager::Builder(4) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .material(1, app.mat->getDefaultInstance()) .material(2, app.mat->getDefaultInstance()) .material(3, app.mat->getDefaultInstance()) .geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[2], app.ib, 0, 3) .geometry(2, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[2], app.ib, 0, 3) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[3], app.ib, 0, 3) .geometry(3, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[3], app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .enableSkinningBuffers(true) .skinning(app.sb, 9, 0) .morphing(app.mt) .morphing(0, 2, 0) .morphing(0, 0, 0) .build(*engine, app.renderables[1]); // renderable 2: various ways of skinning definitions // primitive 0 = skinned triangle, advanced bone data defined as array per primitive, // primitive 1 = skinned triangle, advanced bone data defined as vector per primitive, // primitive 2 = triangle with skinning and with morphing, advanced bone data // defined as vector per primitive app.renderables[2] = EntityManager::get().create(); RenderableManager::Builder(3) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .material(1, app.mat->getDefaultInstance()) .material(2, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[4], app.ib, 0, 3) .geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[5], app.ib, 0, 3) .geometry(2, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[6], app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .enableSkinningBuffers(true) .skinning(app.sb, 9, 0) .boneIndicesAndWeights(0, boneDataArray, 3 * app.bonesPerVertex, app.bonesPerVertex) .boneIndicesAndWeights(1, app.boneDataPerPrimitive) .boneIndicesAndWeights(2, app.boneDataPerPrimitive) .morphing(app.mt) .morphing(0, 2, 0) .build(*engine, app.renderables[2]); // renderable 3: combination attribute and advance bone data // primitive 0 = triangle with skinning and morphing, bone data defined as vertex attributes // primitive 1 = skinning of two triangles, advanced bone data defined as vector per primitive, // various number of bones per vertex 1, 2, ... 6 // primitive 2 = triangle with skinning and morphing, advanced bone data defined // as vector per primitive app.renderables[3] = EntityManager::get().create(); RenderableManager::Builder(3) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .material(1, app.mat->getDefaultInstance()) .material(2, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[2], app.ib, 0, 3) .geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[7], app.ib2, 0, 6) .geometry(2, RenderableManager::PrimitiveType::TRIANGLES, app.vbs[8], app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .enableSkinningBuffers(true) .skinning(app.sb, 9, 0) .boneIndicesAndWeights(1, app.boneDataPerPrimitiveMulti) .boneIndicesAndWeights(2, app.boneDataPerPrimitive) .morphing(app.mt) .morphing(0, 0, 0) .morphing(0, 2, 0) .build(*engine, app.renderables[3]); scene->addEntity(app.renderables[0]); scene->addEntity(app.renderables[1]); scene->addEntity(app.renderables[2]); scene->addEntity(app.renderables[3]); app.camera = EntityManager::get().create(); app.cam = engine->createCamera(app.camera); view->setCamera(app.cam); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { for (auto i = 0; i < 4; i++) { engine->destroy(app.renderables[i]); } for (auto i = 0; i < app.boCount; i++) { engine->destroy(app.bos[i]); } for (auto i = 0; i < app.vbCount; i++) { engine->destroy(app.vbs[i]); } engine->destroy(app.skybox); engine->destroy(app.mat); engine->destroy(app.ib); engine->destroy(app.ib2); engine->destroy(app.sb); engine->destroy(app.sb2); engine->destroy(app.mt); engine->destroyCameraComponent(app.camera); EntityManager::get().destroy(app.camera); }; 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& rm = engine->getRenderableManager(); // Bone skinning animation for more than four bones per vertex float t = (float)(now - (int)now); size_t offset = ((size_t)now) % 9; float s = sin(t * f::PI * 2.f) * 10; mat4f trans[9] = {}; for (size_t i = 0; i < 9; i++) { trans[i] = filament::math::mat4f(1); } mat4f trans2[9] = {}; for (size_t i = 0; i < 9; i++) { trans2[i] = filament::math::mat4f(1); } mat4f transA[] = { mat4f::scaling(float3(s / 10.f,s / 10.f, 1.f)), mat4f::translation(float3(s, 0, 0)), mat4f::translation(float3(s, s, 0)), mat4f::translation(float3(0, s, 0)), mat4f::translation(float3(-s, s, 0)), mat4f::translation(float3(-s, 0, 0)), mat4f::translation(float3(-s, -s, 0)), mat4f::translation(float3(0, -s, 0)), mat4f::translation(float3(s, -s, 0)), filament::math::mat4f(1)}; trans[offset] = transA[offset]; trans2[offset] = transA[(offset + 3) % 9]; app.sb->setBones(*engine,trans, 9, 0); app.sb2->setBones(*engine,trans2, 9, 0); // Morph targets (blendshapes) animation float z = (float)(sin(now)/2.f + 0.5f); float weights[] = { 1 - z, 0, z}; rm.setMorphWeights(rm.getInstance(app.renderables[0]), weights, 3, 0); rm.setMorphWeights(rm.getInstance(app.renderables[1]), weights, 3, 0); rm.setMorphWeights(rm.getInstance(app.renderables[2]), weights, 3, 0); rm.setMorphWeights(rm.getInstance(app.renderables[3]), weights, 3, 0); }); FilamentApp::get().run(config, setup, cleanup); return 0; }