277 lines
8.3 KiB
Plaintext
277 lines
8.3 KiB
Plaintext
/*
|
|
* 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.
|
|
*/
|
|
|
|
#import "FilamentView.h"
|
|
|
|
#import <filament/Engine.h>
|
|
#import <filament/Renderer.h>
|
|
#import <filament/Scene.h>
|
|
#import <filament/View.h>
|
|
#import <filament/RenderableManager.h>
|
|
#import <filament/TransformManager.h>
|
|
|
|
// These defines are set in the "Preprocessor Macros" build setting for each scheme.
|
|
#if !FILAMENT_APP_USE_METAL && \
|
|
!FILAMENT_APP_USE_OPENGL
|
|
#error A valid FILAMENT_APP_USE_ backend define must be set.
|
|
#endif
|
|
|
|
#define METAL_AVAILABLE __has_include(<QuartzCore/CAMetalLayer.h>)
|
|
|
|
#if !METAL_AVAILABLE && FILAMENT_APP_USE_METAL
|
|
#error The iOS simulator does not support Metal.
|
|
#endif
|
|
|
|
using namespace filament;
|
|
using utils::Entity;
|
|
using utils::EntityManager;
|
|
|
|
struct App {
|
|
VertexBuffer* vb;
|
|
IndexBuffer* ib;
|
|
Material* mat;
|
|
Entity renderable;
|
|
};
|
|
|
|
struct Vertex {
|
|
filament::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 };
|
|
|
|
// This file is compiled via the matc tool. See the "Run Script" build phase.
|
|
static constexpr uint8_t BAKED_COLOR_PACKAGE[] = {
|
|
#include "bakedColor.inc"
|
|
};
|
|
|
|
@implementation FilamentView {
|
|
Engine* engine;
|
|
Renderer* renderer;
|
|
Scene* scene;
|
|
View* filaView;
|
|
Camera* camera;
|
|
SwapChain* swapChain;
|
|
App app;
|
|
CADisplayLink* displayLink;
|
|
|
|
// The amount of rotation to apply to the camera to offset the device's rotation (in radians)
|
|
float deviceRotation;
|
|
float desiredRotation;
|
|
}
|
|
|
|
- (instancetype)initWithCoder:(NSCoder*)coder
|
|
{
|
|
if (self = [super initWithCoder:coder]) {
|
|
#if FILAMENT_APP_USE_OPENGL
|
|
[self initializeGLLayer];
|
|
#elif FILAMENT_APP_USE_METAL
|
|
[self initializeMetalLayer];
|
|
#endif
|
|
[self initializeFilament];
|
|
self.contentScaleFactor = UIScreen.mainScreen.nativeScale;
|
|
}
|
|
|
|
// Call renderloop 60 times a second.
|
|
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(renderloop)];
|
|
displayLink.preferredFramesPerSecond = 60;
|
|
[displayLink addToRunLoop:NSRunLoop.currentRunLoop forMode:NSDefaultRunLoopMode];
|
|
|
|
// Call didRotate when the device orientation changes.
|
|
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
|
|
[[NSNotificationCenter defaultCenter] addObserver:self
|
|
selector:@selector(didRotate:)
|
|
name:UIDeviceOrientationDidChangeNotification
|
|
object:nil];
|
|
|
|
return self;
|
|
}
|
|
|
|
- (void)dealloc
|
|
{
|
|
engine->destroy(renderer);
|
|
engine->destroy(scene);
|
|
engine->destroy(filaView);
|
|
engine->destroy(camera);
|
|
engine->destroy(swapChain);
|
|
engine->destroy(&engine);
|
|
}
|
|
|
|
- (void)initializeMetalLayer
|
|
{
|
|
#if METAL_AVAILABLE
|
|
CAMetalLayer* metalLayer = (CAMetalLayer*) self.layer;
|
|
metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
|
|
|
CGRect nativeBounds = [UIScreen mainScreen].nativeBounds;
|
|
metalLayer.drawableSize = nativeBounds.size;
|
|
|
|
// This is necessary so iOS composites the Filament view on top of other UIViews.
|
|
metalLayer.opaque = NO;
|
|
#endif
|
|
}
|
|
|
|
- (void)initializeGLLayer
|
|
{
|
|
CAEAGLLayer* glLayer = (CAEAGLLayer*) self.layer;
|
|
|
|
// This is necessary so iOS composites the Filament view on top of other UIViews.
|
|
glLayer.opaque = NO;
|
|
}
|
|
|
|
- (void)initializeFilament
|
|
{
|
|
#if FILAMENT_APP_USE_OPENGL
|
|
engine = Engine::create(filament::Engine::Backend::OPENGL);
|
|
#elif FILAMENT_APP_USE_METAL
|
|
engine = Engine::create(filament::Engine::Backend::METAL);
|
|
#endif
|
|
// The SwapChain::CONFIG_TRANSPARENT flag informs Filament that we will be rendering transparent
|
|
// content.
|
|
swapChain = engine->createSwapChain((__bridge void*) self.layer, SwapChain::CONFIG_TRANSPARENT);
|
|
|
|
renderer = engine->createRenderer();
|
|
scene = engine->createScene();
|
|
camera = engine->createCamera();
|
|
|
|
filaView = engine->createView();
|
|
|
|
// Set a transparent clear color.
|
|
filaView->setClearColor({0.0f, 0.0f, 0.0f, 0.0f});
|
|
|
|
filaView->setPostProcessingEnabled(false);
|
|
filaView->setDepthPrepass(filament::View::DepthPrepass::DISABLED);
|
|
|
|
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));
|
|
|
|
app.mat = Material::Builder()
|
|
.package((void*) BAKED_COLOR_PACKAGE, sizeof(BAKED_COLOR_PACKAGE))
|
|
.build(*engine);
|
|
|
|
app.renderable = EntityManager::get().create();
|
|
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.renderable);
|
|
scene->addEntity(app.renderable);
|
|
|
|
filaView->setScene(scene);
|
|
filaView->setCamera(camera);
|
|
CGRect nativeBounds = [UIScreen mainScreen].nativeBounds;
|
|
filaView->setViewport(Viewport(0, 0, nativeBounds.size.width, nativeBounds.size.height));
|
|
}
|
|
|
|
- (void)renderloop
|
|
{
|
|
[self update];
|
|
if (self->renderer->beginFrame(self->swapChain)) {
|
|
self->renderer->render(self->filaView);
|
|
self->renderer->endFrame();
|
|
}
|
|
}
|
|
|
|
- (void)update
|
|
{
|
|
constexpr float ZOOM = 1.5f;
|
|
const uint32_t w = filaView->getViewport().width;
|
|
const uint32_t h = filaView->getViewport().height;
|
|
const float aspect = (float) w / h;
|
|
camera->setProjection(Camera::Projection::ORTHO,
|
|
-aspect * ZOOM, aspect * ZOOM,
|
|
-ZOOM, ZOOM, 0, 1);
|
|
auto& tcm = engine->getTransformManager();
|
|
|
|
[self updateRotation];
|
|
|
|
tcm.setTransform(tcm.getInstance(app.renderable),
|
|
filament::math::mat4f::rotation(CACurrentMediaTime(), filament::math::float3{0, 0, 1}) *
|
|
filament::math::mat4f::rotation(deviceRotation, filament::math::float3{0, 0, 1}));
|
|
}
|
|
|
|
- (void)didRotate:(NSNotification*)notification
|
|
{
|
|
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
|
|
desiredRotation = [self rotationForDeviceOrientation:orientation];
|
|
}
|
|
|
|
- (void)updateRotation
|
|
{
|
|
static const float ROTATION_SPEED = 0.1;
|
|
float diff = abs(desiredRotation - deviceRotation);
|
|
if (diff > FLT_EPSILON) {
|
|
if (desiredRotation > deviceRotation) {
|
|
deviceRotation += fmin(ROTATION_SPEED, diff);
|
|
}
|
|
if (desiredRotation < deviceRotation) {
|
|
deviceRotation -= fmin(ROTATION_SPEED, diff);
|
|
}
|
|
}
|
|
}
|
|
|
|
+ (Class) layerClass
|
|
{
|
|
#if FILAMENT_APP_USE_OPENGL
|
|
return [CAEAGLLayer class];
|
|
#elif FILAMENT_APP_USE_METAL
|
|
return [CAMetalLayer class];
|
|
#endif
|
|
}
|
|
|
|
- (float)rotationForDeviceOrientation:(UIDeviceOrientation)orientation
|
|
{
|
|
switch (orientation) {
|
|
default:
|
|
case UIDeviceOrientationPortrait:
|
|
return 0.0f;
|
|
|
|
case UIDeviceOrientationLandscapeRight:
|
|
return M_PI_2;
|
|
|
|
case UIDeviceOrientationLandscapeLeft:
|
|
return -M_PI_2;
|
|
|
|
case UIDeviceOrientationPortraitUpsideDown:
|
|
return M_PI;
|
|
}
|
|
}
|
|
|
|
@end
|