* 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
190 lines
6.6 KiB
C++
190 lines
6.6 KiB
C++
/*
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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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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/LightManager.h>
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#include <filament/Material.h>
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#include <filament/RenderableManager.h>
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#include <filament/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/TextureSampler.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 <math/norm.h>
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#include <filamentapp/Config.h>
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#include <filamentapp/FilamentApp.h>
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#include <filamentapp/MeshAssimp.h>
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#include "generated/resources/resources.h"
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using namespace filament;
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using namespace filament::math;
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using Backend = Engine::Backend;
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struct GroundPlane {
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VertexBuffer* vb;
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IndexBuffer* ib;
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Material* mat;
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utils::Entity renderable;
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};
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struct App {
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Skybox* skybox;
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utils::Entity light;
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std::map<std::string, MaterialInstance*> materials;
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MeshAssimp* meshes;
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mat4f transform;
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GroundPlane plane;
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};
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static const char* MODEL_FILE = "assets/models/monkey/monkey.obj";
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static const char* IBL_FOLDER = "envs/pillars";
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static constexpr bool ENABLE_SHADOWS = true;
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static GroundPlane createGroundPlane(Engine* engine);
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static const Config config {
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.title = "shadowtest",
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.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER,
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.scale = 1,
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.splitView = false,
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.backend = Backend::VULKAN,
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};
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int main(int argc, char** argv) {
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App app;
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auto setup = [&app](Engine* engine, View* view, Scene* scene) {
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auto& tcm = engine->getTransformManager();
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auto& rcm = engine->getRenderableManager();
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auto& em = utils::EntityManager::get();
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// Add geometry into the scene.
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app.meshes = new MeshAssimp(*engine);
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app.meshes->addFromFile(FilamentApp::getRootAssetsPath() + MODEL_FILE, app.materials);
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auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
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app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
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for (auto renderable : app.meshes->getRenderables()) {
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auto instance = rcm.getInstance(renderable);
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if (rcm.hasComponent(renderable)) {
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rcm.setCastShadows(instance, ENABLE_SHADOWS);
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rcm.setReceiveShadows(instance, false);
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scene->addEntity(renderable);
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}
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}
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// Add light sources into the scene.
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app.light = em.create();
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LightManager::Builder(LightManager::Type::SUN)
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.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
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.intensity(110000)
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.direction({ 0.7, -1, -0.8 })
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.sunAngularRadius(1.9f)
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.castShadows(ENABLE_SHADOWS)
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.build(*engine, app.light);
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scene->addEntity(app.light);
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// Hide skybox and add ground plane.
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app.skybox = Skybox::Builder().color({0.5f,0.75f,1.0f,1.0f}).build(*engine);
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scene->setSkybox(app.skybox);
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app.plane = createGroundPlane(engine);
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scene->addEntity(app.plane.renderable);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.plane.renderable);
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engine->destroy(app.plane.mat);
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engine->destroy(app.plane.vb);
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engine->destroy(app.plane.ib);
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engine->destroy(app.light);
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engine->destroy(app.skybox);
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for (auto& item : app.materials) {
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engine->destroy(item.second);
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}
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delete app.meshes;
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};
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FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
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auto& tcm = engine->getTransformManager();
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auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
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tcm.setTransform(ti, app.transform * mat4f::rotation(now, float3{ 0, 1, 0 }));
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});
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FilamentApp::get().run(config, setup, cleanup);
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return 0;
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}
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static GroundPlane createGroundPlane(Engine* engine) {
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Material* shadowMaterial = Material::Builder()
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.package(RESOURCES_GROUNDSHADOW_DATA, RESOURCES_GROUNDSHADOW_SIZE)
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.build(*engine);
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shadowMaterial->setDefaultParameter("strength", 0.7f);
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const static uint32_t indices[] {
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0, 1, 2, 2, 3, 0
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};
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const static float3 vertices[] {
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{ -10, 0, -10 },
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{ -10, 0, 10 },
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{ 10, 0, 10 },
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{ 10, 0, -10 },
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};
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short4 tbn = packSnorm16(normalize(positive(mat3f{
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float3{1.0f, 0.0f, 0.0f}, float3{0.0f, 0.0f, 1.0f}, float3{0.0f, 1.0f, 0.0f}
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}.toQuaternion())).xyzw);
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const static short4 normals[] { tbn, tbn, tbn, tbn };
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VertexBuffer* vertexBuffer = VertexBuffer::Builder()
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.vertexCount(4)
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.bufferCount(2)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
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.normalized(VertexAttribute::TANGENTS)
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.build(*engine);
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vertexBuffer->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(
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vertices, vertexBuffer->getVertexCount() * sizeof(vertices[0])));
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vertexBuffer->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(
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normals, vertexBuffer->getVertexCount() * sizeof(normals[0])));
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IndexBuffer* indexBuffer = IndexBuffer::Builder().indexCount(6).build(*engine);
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indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(
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indices, indexBuffer->getIndexCount() * sizeof(uint32_t)));
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auto& em = utils::EntityManager::get();
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utils::Entity renderable = em.create();
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RenderableManager::Builder(1)
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.boundingBox({{ 0, 0, 0 }, { 10, 1e-4f, 10 }})
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.material(0, shadowMaterial->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6)
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.culling(false)
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.receiveShadows(ENABLE_SHADOWS)
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.castShadows(false)
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.build(*engine, renderable);
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auto& tcm = engine->getTransformManager();
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tcm.setTransform(tcm.getInstance(renderable), mat4f::translation(float3{ 0, -1, -4 }));
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return {
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.vb = vertexBuffer,
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.ib = indexBuffer,
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.mat = shadowMaterial,
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.renderable = renderable,
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};
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}
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