* API BREAKAGE: this change aims to fix multi-view support What has changed: - View doesn't have a notion of clear color anymore - View doesn't have a notion of discard flags anymore - The clear color and color-buffer discard/clear flags are moved to Renderer - Skybox can now be set to a constant color - View have a blend-mode What does is all mean: "Clearing" (i.e.) setting its background is now handled by Skybox, by setting a constant color to the Skybox. This should take care of drawing views side by side. When a view needs to be drawn on top of another, it's BlendMode needs to be set to TRANSLUCENT and of course and, generally, it wither won't have a skybox, or will have one that sets some translucent pixels. As an optimization, a View with BlendMode::OPAQUE will have its background cleared with the color specified in Renderer. If the SwapChain already has some content, it's now possible to set the Renderer to not discard the content, together with TRANSLUCENT views, it's possible to draw on top of that content. It is NOT possible to share depth/stencil buffers between views. Fixes: #2369, #2372, #2364 * Address reviewers comments. Note: WebGL is still broken with this PR
284 lines
8.5 KiB
Plaintext
284 lines
8.5 KiB
Plaintext
/*
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* Copyright (C) 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#import "FilamentView.h"
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#include <filament/Camera.h>
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Material.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/SwapChain.h>
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#include <filament/TransformManager.h>
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#include <filament/VertexBuffer.h>
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#include <filament/View.h>
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#include <filament/Viewport.h>
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#include <utils/EntityManager.h>
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// These defines are set in the "Preprocessor Macros" build setting for each scheme.
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#if !FILAMENT_APP_USE_METAL && \
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!FILAMENT_APP_USE_OPENGL
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#error A valid FILAMENT_APP_USE_ backend define must be set.
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#endif
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#define METAL_AVAILABLE __has_include(<QuartzCore/CAMetalLayer.h>)
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#if !METAL_AVAILABLE && FILAMENT_APP_USE_METAL
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#error The iOS simulator does not support Metal.
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#endif
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using namespace filament;
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using utils::Entity;
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using utils::EntityManager;
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struct App {
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VertexBuffer* vb;
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IndexBuffer* ib;
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Material* mat;
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Entity renderable;
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};
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struct Vertex {
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filament::math::float2 position;
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uint32_t color;
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};
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static const Vertex TRIANGLE_VERTICES[3] = {
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{{1, 0}, 0xffff0000u},
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{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
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{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
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};
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static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
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// This file is compiled via the matc tool. See the "Run Script" build phase.
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static constexpr uint8_t BAKED_COLOR_PACKAGE[] = {
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#include "bakedColor.inc"
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};
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@implementation FilamentView {
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Engine* engine;
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Renderer* renderer;
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Scene* scene;
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View* filaView;
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Camera* camera;
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SwapChain* swapChain;
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App app;
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CADisplayLink* displayLink;
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// The amount of rotation to apply to the camera to offset the device's rotation (in radians)
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float deviceRotation;
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float desiredRotation;
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}
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- (instancetype)initWithCoder:(NSCoder*)coder
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{
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if (self = [super initWithCoder:coder]) {
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#if FILAMENT_APP_USE_OPENGL
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[self initializeGLLayer];
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#elif FILAMENT_APP_USE_METAL
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[self initializeMetalLayer];
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#endif
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[self initializeFilament];
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self.contentScaleFactor = UIScreen.mainScreen.nativeScale;
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}
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// Call renderloop 60 times a second.
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displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(renderloop)];
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displayLink.preferredFramesPerSecond = 60;
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[displayLink addToRunLoop:NSRunLoop.currentRunLoop forMode:NSDefaultRunLoopMode];
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// Call didRotate when the device orientation changes.
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[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
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[[NSNotificationCenter defaultCenter] addObserver:self
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selector:@selector(didRotate:)
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name:UIDeviceOrientationDidChangeNotification
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object:nil];
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return self;
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}
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- (void)dealloc
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{
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engine->destroy(renderer);
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engine->destroy(scene);
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engine->destroy(filaView);
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engine->destroy(camera);
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engine->destroy(swapChain);
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engine->destroy(&engine);
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}
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- (void)initializeMetalLayer
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{
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#if METAL_AVAILABLE
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CAMetalLayer* metalLayer = (CAMetalLayer*) self.layer;
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metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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CGRect nativeBounds = [UIScreen mainScreen].nativeBounds;
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metalLayer.drawableSize = nativeBounds.size;
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// This is necessary so iOS composites the Filament view on top of other UIViews.
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metalLayer.opaque = NO;
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#endif
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}
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- (void)initializeGLLayer
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{
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CAEAGLLayer* glLayer = (CAEAGLLayer*) self.layer;
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// This is necessary so iOS composites the Filament view on top of other UIViews.
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glLayer.opaque = NO;
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}
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- (void)initializeFilament
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{
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#if FILAMENT_APP_USE_OPENGL
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engine = Engine::create(filament::Engine::Backend::OPENGL);
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#elif FILAMENT_APP_USE_METAL
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engine = Engine::create(filament::Engine::Backend::METAL);
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#endif
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// The SwapChain::CONFIG_TRANSPARENT flag informs Filament that we will be rendering transparent
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// content.
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swapChain = engine->createSwapChain((__bridge void*) self.layer, SwapChain::CONFIG_TRANSPARENT);
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renderer = engine->createRenderer();
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scene = engine->createScene();
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camera = engine->createCamera();
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filaView = engine->createView();
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// Set a transparent clear color.
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renderer->setClearOptions({.clear = true});
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filaView->setPostProcessingEnabled(false);
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app.vb = VertexBuffer::Builder()
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.vertexCount(3)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
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.normalized(VertexAttribute::COLOR)
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.build(*engine);
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app.vb->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
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app.ib = IndexBuffer::Builder()
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.indexCount(3)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*engine);
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app.ib->setBuffer(*engine,
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IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr));
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app.mat = Material::Builder()
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.package((void*) BAKED_COLOR_PACKAGE, sizeof(BAKED_COLOR_PACKAGE))
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.build(*engine);
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app.renderable = EntityManager::get().create();
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RenderableManager::Builder(1)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, app.mat->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.build(*engine, app.renderable);
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scene->addEntity(app.renderable);
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filaView->setScene(scene);
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filaView->setCamera(camera);
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CGRect nativeBounds = [UIScreen mainScreen].nativeBounds;
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filaView->setViewport(Viewport(0, 0, nativeBounds.size.width, nativeBounds.size.height));
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}
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- (void)renderloop
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{
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[self update];
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if (self->renderer->beginFrame(self->swapChain)) {
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self->renderer->render(self->filaView);
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self->renderer->endFrame();
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}
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}
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- (void)update
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{
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constexpr float ZOOM = 1.5f;
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const uint32_t w = filaView->getViewport().width;
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const uint32_t h = filaView->getViewport().height;
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const float aspect = (float) w / h;
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camera->setProjection(Camera::Projection::ORTHO,
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-aspect * ZOOM, aspect * ZOOM,
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-ZOOM, ZOOM, 0, 1);
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auto& tcm = engine->getTransformManager();
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[self updateRotation];
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tcm.setTransform(tcm.getInstance(app.renderable),
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filament::math::mat4f::rotation(CACurrentMediaTime(), filament::math::float3{0, 0, 1}) *
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filament::math::mat4f::rotation(deviceRotation, filament::math::float3{0, 0, 1}));
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}
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- (void)didRotate:(NSNotification*)notification
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{
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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desiredRotation = [self rotationForDeviceOrientation:orientation];
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}
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- (void)updateRotation
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{
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static const float ROTATION_SPEED = 0.1;
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float diff = abs(desiredRotation - deviceRotation);
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if (diff > FLT_EPSILON) {
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if (desiredRotation > deviceRotation) {
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deviceRotation += fmin(ROTATION_SPEED, diff);
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}
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if (desiredRotation < deviceRotation) {
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deviceRotation -= fmin(ROTATION_SPEED, diff);
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}
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}
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}
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+ (Class) layerClass
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{
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#if FILAMENT_APP_USE_OPENGL
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return [CAEAGLLayer class];
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#elif FILAMENT_APP_USE_METAL
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return [CAMetalLayer class];
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#endif
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}
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- (float)rotationForDeviceOrientation:(UIDeviceOrientation)orientation
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{
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switch (orientation) {
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default:
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case UIDeviceOrientationPortrait:
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return 0.0f;
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case UIDeviceOrientationLandscapeRight:
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return M_PI_2;
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case UIDeviceOrientationLandscapeLeft:
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return -M_PI_2;
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case UIDeviceOrientationPortraitUpsideDown:
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return M_PI;
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}
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}
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@end
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