/* * 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 "generated/resources/resources.h" using namespace filament; using utils::Entity; using utils::EntityManager; using utils::Path; using namespace filament::math; struct App { VertexBuffer *vb1, *vb2; IndexBuffer *ib1, *ib2; Material* mat; Camera* cam; Entity camera; Skybox* skybox; Entity renderable1, renderable2; SkinningBuffer *sb; }; struct Vertex { float2 position; uint32_t color; }; 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}, }; static constexpr uint16_t TRIANGLE_INDICES[] = { 0, 1, 2, 3 }; mat4f transforms[] = {math::mat4f(1.f), 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))}; utils::FixedCapacityVector> boneDataPerPrimitive(3); 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) { Config config; config.title = "skinning buffer common for two renderables"; handleCommandLineArgments(argc, argv, &config); size_t boneCount = 9; utils::FixedCapacityVector boneDataPerVertex(9); float weight = 1.f / boneCount; for (size_t idx = 0; idx < boneCount; idx++) { boneDataPerVertex[idx] = float2(idx, weight); } auto idx = 0; boneDataPerPrimitive[idx++] = boneDataPerVertex; boneDataPerPrimitive[idx++] = boneDataPerVertex; boneDataPerPrimitive[idx++] = boneDataPerVertex; App app; 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.vb1 = 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.vb1->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr)); app.vb2 = 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.vb2->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr)); app.ib1 = IndexBuffer::Builder() .indexCount(3) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib2 = IndexBuffer::Builder() .indexCount(3) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib1->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr)); app.ib2->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr)); app.mat = Material::Builder() .package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE) .build(*engine); app.sb = SkinningBuffer::Builder() .boneCount(256) .initialize() .build(*engine); app.sb->setBones(*engine, transforms,9,0); app.renderable1 = EntityManager::get().create(); app.renderable2 = EntityManager::get().create(); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb1, app.ib1, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .enableSkinningBuffers(true) .skinning(app.sb, 9, 0) // Set bone indices and weight for 3 vertices, 9 bones per vertx .boneIndicesAndWeights(0, boneDataPerPrimitive) .build(*engine, app.renderable1); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib2, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .enableSkinningBuffers(true) .skinning(app.sb, 9, 0) // Set bone indices and weight for 3 vertices, 9 bones per vertx .boneIndicesAndWeights(0, boneDataPerPrimitive) .build(*engine, app.renderable2); scene->addEntity(app.renderable1); scene->addEntity(app.renderable2); app.camera = utils::EntityManager::get().create(); app.cam = engine->createCamera(app.camera); view->setCamera(app.cam); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { engine->destroy(app.skybox); engine->destroy(app.renderable1); engine->destroy(app.renderable2); engine->destroy(app.mat); engine->destroy(app.vb1); engine->destroy(app.ib1); engine->destroy(app.vb2); engine->destroy(app.ib2); engine->destroy(app.sb); engine->destroyCameraComponent(app.camera); utils::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& tcm = engine->getTransformManager(); // Transformation of both renderables tcm.setTransform(tcm.getInstance(app.renderable1), filament::math::mat4f::translation(filament::math::float3{ 0.5, 0, 0 })); tcm.setTransform(tcm.getInstance(app.renderable2), filament::math::mat4f::translation(filament::math::float3{ 0, 0.5, 0 })); auto& rm = engine->getRenderableManager(); // Bone skinning animation float t = (float)(now - (int)now); float s = sin(t * f::PI * 2.f); float c = cos(t * f::PI * 2.f); mat4f translate[] = {mat4f::translation(float3(s, c, 0))}; mat4f trans[9] = {}; for (size_t i = 0; i < 9; i++) { trans[i] = filament::math::mat4f(1); } s *= 8; mat4f transA[] = { 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)}; size_t offset = ((size_t)now) % 8; trans[offset] = transA[offset]; // Set transformation of the first bone app.sb->setBones(*engine, translate, 1, 0); // Set transformation of the others bones app.sb->setBones(*engine,trans, 8, 1); }); FilamentApp::get().run(config, setup, cleanup); return 0; }