/* * 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 #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 namespace filament::math; struct App { VertexBuffer* vb; VertexBuffer* vb2; IndexBuffer* ib; Material* mat; Camera* cam; Entity camera; Skybox* skybox; Entity renderable; }; struct VertexWithBones { float2 position; uint32_t color; filament::math::ushort4 joints; filament::math::float4 weighs; }; static const VertexWithBones TRIANGLE_VERTICES_WITHBONES[6] = { {{1, 0}, 0xffff0000u, {0,1,0,0}, {1.0f,0.f,0.f,0.f}}, {{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u, {0,1,0,0}, {0.f,1.f,0.f,0.f}}, {{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu,{0,1,0,0}, {0.5f,0.5f,0.f,0.f}}, {{1, -1}, 0xffffff00u, {0,2,0,0}, {0.0f,1.f,0.f,0.f}}, {{-cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu, {0,1,0,0}, {0.f,1.f,0.f,0.f}}, {{-cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xffff00ffu,{0,1,0,0}, {0.f,0.f,0.5f,0.5f}}, }; static constexpr uint16_t TRIANGLE_INDICES[6] = { 0, 1, 2, 3}; mat4f transforms[] = {mat4f(1), mat4f::translation(float3(1, 0, 0)), mat4f::translation(float3(1, 1, 0)), mat4f::translation(float3(0, 1, 0))}; int main(int argc, char** argv) { Config config; config.title = "hello skinning"; 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(VertexWithBones) == 36, "Strange vertex size."); app.vb = VertexBuffer::Builder() .vertexCount(4) .bufferCount(1) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36) .normalized(VertexAttribute::COLOR) .attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36) .attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36) .build(*engine); app.vb2 = VertexBuffer::Builder() .vertexCount(3) .bufferCount(1) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36) .normalized(VertexAttribute::COLOR) .attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36) .attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36) .build(*engine); app.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES, 154, nullptr)); app.vb2->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES + 3, 108, nullptr)); app.ib = IndexBuffer::Builder() .indexCount(4) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 8, nullptr)); app.mat = Material::Builder() .package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE) .build(*engine); app.renderable = EntityManager::get().create(); RenderableManager::Builder(2) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .material(1, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLE_STRIP, app.vb, app.ib, 0, 4) .geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .skinning(4, transforms) .enableSkinningBuffers(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); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { engine->destroy(app.skybox); engine->destroy(app.renderable); engine->destroy(app.mat); engine->destroy(app.vb); engine->destroy(app.vb2); engine->destroy(app.ib); 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& rm = engine->getRenderableManager(); // Bone skinning animation float tr = (float)(sin(now)); mat4f trans[] = {filament::math::mat4f::translation(filament::math::float3{tr, 0, 0}), filament::math::mat4f::translation(filament::math::float3{-1, tr, 0}), filament::math::mat4f(1.f)}; rm.setBones(rm.getInstance(app.renderable), trans, 3, 0); }); FilamentApp::get().run(config, setup, cleanup); return 0; }