/* * 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 "generated/resources/resources.h" using namespace filament; struct App { VertexBuffer* vb; IndexBuffer* ib; Material* mat; Camera* cam; utils::Entity camera; utils::Entity renderable; }; static constexpr filament::math::float2 POSITIONS[] { {.5, 0}, {-.5, .5}, {-.5, -.5} }; static constexpr uint32_t COLORS[] { 0xffff0000u, 0xff00ff00u, 0xff0000ffu }; static constexpr uint16_t TRIANGLE_INDICES[] { 0, 1, 2 }; int main(int argc, char** argv) { Config config; config.title = "vbotest"; // Aggregate positions and colors into a single buffer without interleaving. std::vector vbo(sizeof(POSITIONS) + sizeof(COLORS)); memcpy(vbo.data(), POSITIONS, sizeof(POSITIONS)); memcpy(vbo.data() + sizeof(POSITIONS), COLORS, sizeof(COLORS)); App app; auto setup = [&app, &vbo](Engine* engine, View* view, Scene* scene) { // Populate vertex buffer. app.vb = VertexBuffer::Builder().vertexCount(3).bufferCount(1) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 8) .attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 24, 4) .normalized(VertexAttribute::COLOR).build(*engine); app.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(vbo.data(), vbo.size(), 0)); // Populate index buffer. app.ib = IndexBuffer::Builder().indexCount(3).bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, 0)); // Construct material. app.mat = Material::Builder() .package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE).build(*engine); // Construct renderable. 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) .build(*engine, app.renderable = utils::EntityManager::get().create()); scene->addEntity(app.renderable); // Replace the FilamentApp camera with identity. app.camera = utils::EntityManager::get().create(); view->setCamera(app.cam = engine->createCamera(app.camera)); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { engine->destroy(app.renderable); engine->destroy(app.mat); engine->destroy(app.vb); engine->destroy(app.ib); engine->destroyCameraComponent(app.camera); utils::EntityManager::get().destroy(app.camera); }; FilamentApp::get().run(config, setup, cleanup); return 0; }