/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "generated/resources/resources.h" #include "generated/resources/monkey.h" using namespace filament; using namespace image; using namespace filament::math; struct App { Material* material; MaterialInstance* materialInstance; filamesh::MeshReader::Mesh mesh; mat4f transform; Texture* albedo; Texture* normal; Texture* roughness; Texture* metallic; Texture* ao; }; static const char* IBL_FOLDER = "default_env"; static Texture* loadNormalMap(Engine* engine, const uint8_t* normals, size_t nbytes) { int w, h, n; unsigned char* data = stbi_load_from_memory(normals, nbytes, &w, &h, &n, 3); Texture* normalMap = Texture::Builder() .width(uint32_t(w)) .height(uint32_t(h)) .levels(0xff) .format(Texture::InternalFormat::RGB8) .build(*engine); Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3), Texture::Format::RGB, Texture::Type::UBYTE, (Texture::PixelBufferDescriptor::Callback) &stbi_image_free); normalMap->setImage(*engine, 0, std::move(buffer)); normalMap->generateMipmaps(*engine); return normalMap; } int main(int argc, char** argv) { Config config; config.title = "suzanne"; config.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER; App app; auto setup = [config, &app](Engine* engine, View* view, Scene* scene) { auto& tcm = engine->getTransformManager(); auto& rcm = engine->getRenderableManager(); auto& em = utils::EntityManager::get(); // Create textures. The KTX bundles are freed by KtxUtility. auto albedo = new image::KtxBundle(MONKEY_ALBEDO_S3TC_DATA, MONKEY_ALBEDO_S3TC_SIZE); auto ao = new image::KtxBundle(MONKEY_AO_DATA, MONKEY_AO_SIZE); auto metallic = new image::KtxBundle(MONKEY_METALLIC_DATA, MONKEY_METALLIC_SIZE); auto roughness = new image::KtxBundle(MONKEY_ROUGHNESS_DATA, MONKEY_ROUGHNESS_SIZE); app.albedo = ktx::createTexture(engine, albedo, true); app.ao = ktx::createTexture(engine, ao, false); app.metallic = ktx::createTexture(engine, metallic, false); app.roughness = ktx::createTexture(engine, roughness, false); app.normal = loadNormalMap(engine, MONKEY_NORMAL_DATA, MONKEY_NORMAL_SIZE); TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR, TextureSampler::MagFilter::LINEAR); // Instantiate material. app.material = Material::Builder() .package(RESOURCES_TEXTUREDLIT_DATA, RESOURCES_TEXTUREDLIT_SIZE).build(*engine); app.materialInstance = app.material->createInstance(); app.materialInstance->setParameter("albedo", app.albedo, sampler); app.materialInstance->setParameter("ao", app.ao, sampler); app.materialInstance->setParameter("metallic", app.metallic, sampler); app.materialInstance->setParameter("normal", app.normal, sampler); app.materialInstance->setParameter("roughness", app.roughness, sampler); auto ibl = FilamentApp::get().getIBL()->getIndirectLight(); ibl->setIntensity(100000); ibl->setRotation(mat3f::rotation(0.5f, float3{ 0, 1, 0 })); // Add geometry into the scene. app.mesh = filamesh::MeshReader::loadMeshFromBuffer(engine, MONKEY_SUZANNE_DATA, nullptr, nullptr, app.materialInstance); auto ti = tcm.getInstance(app.mesh.renderable); app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti); rcm.setCastShadows(rcm.getInstance(app.mesh.renderable), false); scene->addEntity(app.mesh.renderable); tcm.setTransform(ti, app.transform); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { engine->destroy(app.materialInstance); engine->destroy(app.mesh.renderable); engine->destroy(app.material); engine->destroy(app.albedo); engine->destroy(app.normal); engine->destroy(app.roughness); engine->destroy(app.metallic); engine->destroy(app.ao); }; FilamentApp::get().run(config, setup, cleanup); return 0; }