* Add missing method to query the type of a light * IcoSphere now generates front facing triangles * Add a fairly generic sphere object to use in samples it provides an ico sphere with normal, and reuses the same vertex/index buffer for each new instance. Each instance can have its own material, size and position. currently it’s not possible to change the # of subdivisions. * FilamentApp now provides a “default” pbr material this makes it easier to create renderables for testing. * clean-up lightbulb and add spheres for each light lightbulb now has less hardcoded things and it spawns a small sphere for each light.
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/*
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* Copyright (C) 2015 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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#ifndef TNT_FILAMENT_SAMPLE_CUBE_H
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#define TNT_FILAMENT_SAMPLE_CUBE_H
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#include <vector>
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#include <filament/Engine.h>
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#include <filament/Camera.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <utils/Entity.h>
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class Cube {
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public:
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Cube(filament::Engine& engine, filament::Material const* material, math::float3 linearColor, bool culling = true);
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utils::Entity getSolidRenderable() {
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return mSolidRenderable;
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}
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utils::Entity getWireFrameRenderable() {
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return mWireFrameRenderable;
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}
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~Cube();
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void mapFrustum(filament::Engine& engine, filament::Camera const* camera);
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void mapFrustum(filament::Engine& engine, math::mat4 const& transform);
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void mapAabb(filament::Engine& engine, filament::Box const& box);
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private:
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static constexpr size_t WIREFRAME_OFFSET = 3*2*6;
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static const uint32_t mIndices[];
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static const math::float3 mVertices[];
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filament::Engine& mEngine;
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filament::VertexBuffer* mVertexBuffer = nullptr;
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filament::IndexBuffer* mIndexBuffer = nullptr;
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filament::Material const* mMaterial = nullptr;
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filament::MaterialInstance* mMaterialInstanceSolid = nullptr;
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filament::MaterialInstance* mMaterialInstanceWireFrame = nullptr;
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utils::Entity mSolidRenderable;
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utils::Entity mWireFrameRenderable;
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};
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#endif // TNT_FILAMENT_SAMPLE_CUBE_H
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