* 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.
206 lines
6.5 KiB
C++
206 lines
6.5 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_FILAMENTAPP_H
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#define TNT_FILAMENT_SAMPLE_FILAMENTAPP_H
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#include <memory>
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#include <map>
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#include <string>
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#include <vector>
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#include <SDL.h>
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#include <filament/Engine.h>
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#include <filament/Viewport.h>
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#include <utils/Path.h>
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#include "CameraManipulator.h"
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#include "Config.h"
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#include "IBL.h"
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namespace filament {
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class Renderer;
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class Scene;
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class View;
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} // namespace filament
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namespace filagui {
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class ImGuiHelper;
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} // namespace filagui
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class IBL;
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class MeshAssimp;
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class FilamentApp {
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public:
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using SetupCallback = std::function<void(filament::Engine*, filament::View*, filament::Scene*)>;
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using CleanupCallback =
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std::function<void(filament::Engine*, filament::View*, filament::Scene*)>;
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using PreRenderCallback = std::function<void(filament::Engine*, filament::View*,
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filament::Scene*, filament::Renderer*)>;
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using PostRenderCallback = std::function<void(filament::Engine*, filament::View*,
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filament::Scene*, filament::Renderer*)>;
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using ImGuiCallback = std::function<void(filament::Engine*, filament::View*)>;
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using AnimCallback = std::function<void(filament::Engine*, filament::View*, double now)>;
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static FilamentApp& get();
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~FilamentApp();
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void animate(AnimCallback animation) { mAnimation = animation; }
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void run(const Config& config, SetupCallback setup, CleanupCallback cleanup,
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ImGuiCallback imgui = ImGuiCallback(), PreRenderCallback preRender = PreRenderCallback(),
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PostRenderCallback postRender = PostRenderCallback(),
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size_t width = 1024, size_t height = 640);
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filament::Material const* getDefaultMaterial() const noexcept { return mDefaultMaterial; }
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filament::Material const* getTransparentMaterial() const noexcept { return mTransparentMaterial; }
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IBL* getIBL() const noexcept { return mIBL.get(); }
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void close() { mClosed = true; }
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FilamentApp(const FilamentApp& rhs) = delete;
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FilamentApp(FilamentApp&& rhs) = delete;
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FilamentApp& operator=(const FilamentApp& rhs) = delete;
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FilamentApp& operator=(FilamentApp&& rhs) = delete;
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// Returns the path to the Filament root for loading assets. This is determined from the
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// executable folder, which allows users to launch samples from any folder.
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static const utils::Path& getRootPath() {
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static const utils::Path root = utils::Path::getCurrentExecutable().getParent();
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return root;
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}
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private:
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FilamentApp();
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class CView {
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public:
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CView(filament::Renderer& renderer, std::string name);
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virtual ~CView();
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void setCameraManipulator(CameraManipulator* cm);
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void setViewport(filament::Viewport const& viewport);
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void setCamera(filament::Camera* camera);
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bool intersects(ssize_t x, ssize_t y);
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virtual void mouseDown(int button, ssize_t x, ssize_t y);
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virtual void mouseUp(ssize_t x, ssize_t y);
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virtual void mouseMoved(ssize_t x, ssize_t y);
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virtual void mouseWheel(ssize_t x);
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filament::View const* getView() const { return view; }
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filament::View* getView() { return view; }
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CameraManipulator* getCameraManipulator() const { return mCameraManipulator; }
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private:
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enum class Mode : uint8_t {
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NONE, ROTATE, TRACK
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};
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filament::Engine& engine;
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filament::Viewport mViewport;
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filament::View* view = nullptr;
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CameraManipulator* mCameraManipulator = nullptr;
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math::double2 mLastMousePosition;
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Mode mMode = Mode::NONE;
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std::string mName;
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};
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class GodView : public CView {
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public:
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using CView::CView;
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void setGodCamera(filament::Camera* camera);
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};
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class Window {
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friend class FilamentApp;
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public:
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Window(FilamentApp* filamentApp, const Config& config,
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std::string title, size_t w, size_t h);
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virtual ~Window();
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void mouseDown(int button, ssize_t x, ssize_t y);
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void mouseUp(ssize_t x, ssize_t y);
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void mouseMoved(ssize_t x, ssize_t y);
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void mouseWheel(ssize_t x);
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void resize();
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filament::Renderer* getRenderer() { return mRenderer; }
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filament::SwapChain* getSwapChain() { return mSwapChain; }
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SDL_Window* getSDLWindow() {
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return mWindow;
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}
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private:
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void configureCamerasForWindow();
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void fixupMouseCoordinatesForHdpi(ssize_t& x, ssize_t& y) const;
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SDL_Window* mWindow = nullptr;
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FilamentApp* mFilamentApp = nullptr;
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filament::Renderer* mRenderer = nullptr;
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CameraManipulator mMainCameraMan;
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CameraManipulator mOrthoCameraMan;
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CameraManipulator mDebugCameraMan;
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filament::SwapChain* mSwapChain = nullptr;
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filament::Camera* mCameras[4] = { nullptr };
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filament::Camera* mUiCamera;
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filament::Camera* mMainCamera;
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filament::Camera* mDebugCamera;
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filament::Camera* mOrthoCamera;
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std::vector<std::unique_ptr<CView>> mViews;
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CView* mMainView;
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CView* mUiView;
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CView* mDepthView;
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GodView* mGodView;
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CView* mOrthoView;
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size_t mWidth = 0;
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size_t mHeight = 0;
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ssize_t mLastX = 0;
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ssize_t mLastY = 0;
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CView* mEventTarget = nullptr;
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};
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friend class Window;
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void initSDL();
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void loadIBL(const Config& config);
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filament::Engine* mEngine = nullptr;
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filament::Scene* mScene = nullptr;
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std::unique_ptr<IBL> mIBL;
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bool mClosed = false;
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uint64_t mTime = 0;
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filament::Material const* mDefaultMaterial = nullptr;
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filament::Material const* mTransparentMaterial = nullptr;
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filament::Material const* mDepthMaterial = nullptr;
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filament::MaterialInstance* mDepthMI = nullptr;
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std::unique_ptr<filagui::ImGuiHelper> mImGuiHelper;
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AnimCallback mAnimation;
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};
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#endif // TNT_FILAMENT_SAMPLE_FILAMENTAPP_H
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