/* * Copyright (C) 2019 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 namespace filament::math; using utils::Entity; using utils::EntityManager; using MinFilter = TextureSampler::MinFilter; using MagFilter = TextureSampler::MagFilter; using AttributeType = VertexBuffer::AttributeType; struct App { VertexBuffer* vb; IndexBuffer* ib; Material* mat; MaterialInstance* matInstance; Camera* cam; Entity camera; Skybox* skybox; Texture* tex; Entity renderable; }; struct Vertex { ::float2 position; uint32_t color; }; #define NUM_POINTS 100 #define TEXTURE_SIZE 128 #define MAX_POINT_SIZE 128.0f #define MIN_POINT_SIZE 12.0f void createSplatTexture(App& app, Engine* engine) { // To generate a Gaussian splat, create a single-channel 3x3 texture with a bright pixel in // its center, then magnify it using a Gaussian filter kernel. static image::LinearImage splat(3, 3, 1); splat.getPixelRef(1, 1)[0] = 0.25f; splat = image::resampleImage(splat, TEXTURE_SIZE, TEXTURE_SIZE, image::Filter::GAUSSIAN_SCALARS); Texture::PixelBufferDescriptor buffer(splat.getPixelRef(), size_t(TEXTURE_SIZE * TEXTURE_SIZE * sizeof(float)), Texture::Format::R, Texture::Type::FLOAT); app.tex = Texture::Builder() .width(TEXTURE_SIZE).height(TEXTURE_SIZE).levels(1) .sampler(Texture::Sampler::SAMPLER_2D).format(Texture::InternalFormat::R32F) .build(*engine); app.tex->setImage(*engine, 0, std::move(buffer)); } void setup(App& app, Engine* engine, View* view, Scene* scene) { createSplatTexture(app, engine); static Vertex kVertices[NUM_POINTS]; static float kPointSizes[NUM_POINTS]; static uint16_t kIndices[NUM_POINTS]; constexpr float dtheta = M_PI * 2 / NUM_POINTS; constexpr float dsize = MAX_POINT_SIZE / NUM_POINTS; constexpr float dcolor = 256.0f / NUM_POINTS; for (int i = 0; i < NUM_POINTS; i++) { const float theta = dtheta * i; const uint32_t c = dcolor * i; kVertices[i].position.x = cos(theta); kVertices[i].position.y = sin(theta); kVertices[i].color = 0xff000000u | c | (c << 8u) | (c << 16u); kPointSizes[i] = MIN_POINT_SIZE + dsize * i; kIndices[i] = i; } app.vb = VertexBuffer::Builder() .vertexCount(NUM_POINTS) .bufferCount(2) .attribute(VertexAttribute::POSITION, 0, AttributeType::FLOAT2, 0, sizeof(Vertex)) .attribute(VertexAttribute::COLOR, 0, AttributeType::UBYTE4, sizeof(float2), sizeof(Vertex)) .normalized(VertexAttribute::COLOR) .attribute(VertexAttribute::CUSTOM0, 1, AttributeType::FLOAT, 0, sizeof(float)) .build(*engine); app.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(kVertices, NUM_POINTS * sizeof(Vertex), nullptr)); app.vb->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(kPointSizes, NUM_POINTS * sizeof(float), nullptr)); app.ib = IndexBuffer::Builder() .indexCount(NUM_POINTS) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(kIndices, NUM_POINTS * sizeof(uint16_t), nullptr)); app.mat = Material::Builder() .package(RESOURCES_POINTSPRITES_DATA, RESOURCES_POINTSPRITES_SIZE) .build(*engine); app.renderable = EntityManager::get().create(); app.matInstance = app.mat->createInstance(); app.matInstance->setParameter("fade", app.tex, TextureSampler(MinFilter::LINEAR, MagFilter::LINEAR)); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.matInstance) .geometry(0, RenderableManager::PrimitiveType::POINTS, app.vb, app.ib, 0, NUM_POINTS) .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); app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine); scene->setSkybox(app.skybox); }; void cleanup(App& app, Engine* engine) { engine->destroy(app.skybox); engine->destroy(app.renderable); engine->destroy(app.matInstance); engine->destroy(app.mat); engine->destroy(app.vb); engine->destroy(app.ib); engine->destroyCameraComponent(app.camera); utils::EntityManager::get().destroy(app.camera); } void animate(App& 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), mat4f::rotation(now, float3{ 0, 0, 1 })); } int main(int argc, char** argv) { Config config; config.title = "point_sprites"; config.backend = samples::parseArgumentsForBackend(argc, argv); App app; FilamentApp::get().animate([&app](Engine* e, View* v, double now) { animate(app, e, v, now); }); FilamentApp::get().run(config, [&app](Engine* engine, View* view, Scene* scene) { setup(app, engine, view, scene); }, [&app](Engine* engine, View*, Scene*) { cleanup(app, engine); }); return 0; }