/* * 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 "../samples/app/Config.h" #include "../samples/app/FilamentApp.h" #include using namespace filament; using utils::Entity; using utils::EntityManager; struct App { VertexBuffer* vb; IndexBuffer* ib; Material* mat; Camera* cam; Entity whiteTriangle; Entity colorTriangle; }; struct Vertex { math::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[3] = { 0, 1, 2 }; static constexpr uint8_t BAKED_COLOR_PACKAGE[] = { #include "generated/material/bakedColor.inc" }; int main() { Config config; config.title = "depthtesting"; config.backend = Engine::Backend::VULKAN; App app; auto setup = [&app](Engine* engine, View* view, Scene* scene) { app.cam = engine->createCamera(); view->setCamera(app.cam); view->setClearColor({0.1, 0.125, 0.25, 1.0}); view->setPostProcessingEnabled(false); 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)); // Create the white triangle with default material. app.whiteTriangle = EntityManager::get().create(); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .build(*engine, app.whiteTriangle); scene->addEntity(app.whiteTriangle); // Create the color triangle with custom material. app.colorTriangle = EntityManager::get().create(); app.mat = Material::Builder() .package((void*) BAKED_COLOR_PACKAGE, sizeof(BAKED_COLOR_PACKAGE)) .build(*engine); 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.colorTriangle); scene->addEntity(app.colorTriangle); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { Fence::waitAndDestroy(engine->createFence()); engine->destroy(app.whiteTriangle); engine->destroy(app.colorTriangle); engine->destroy(app.mat); engine->destroy(app.vb); engine->destroy(app.ib); engine->destroy(app.cam); }; 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, -5, 5); auto& tcm = engine->getTransformManager(); tcm.setTransform(tcm.getInstance(app.colorTriangle), math::mat4f::rotate(now, math::float3{0, 1, 0})); }); FilamentApp::get().run(config, setup, cleanup); }