Files
filament/samples/point_sprites.cpp
Mathias Agopian 3105a8330e remove unneeded includes in public headers
Replace with forward declarations if needed and includes in .cpp that
now need them.
The idea here is to have our headers have the least amount of impact as
possible on our clients (e.g. compilation time).
2020-01-24 12:13:48 -08:00

192 lines
6.4 KiB
C++

/*
* Copyright (C) 2019 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.
*/
#include <filament/Camera.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/TransformManager.h>
#include <filament/TextureSampler.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <image/ImageSampler.h>
#include <image/LinearImage.h>
#include "../samples/app/Config.h"
#include "../samples/app/FilamentApp.h"
#include <cmath>
#include "generated/resources/resources.h"
using namespace filament;
using namespace filament::math;
using utils::Entity;
using utils::EntityManager;
using MinFilter = TextureSampler::MinFilter;
using MagFilter = TextureSampler::MagFilter;
using AttributeType = VertexBuffer::AttributeType;
struct App {
VertexBuffer* vb;
IndexBuffer* ib;
Material* mat;
MaterialInstance* matInstance;
Camera* cam;
Texture* tex;
Entity renderable;
};
struct Vertex {
::float2 position;
uint32_t color;
};
#define NUM_POINTS 100
#define TEXTURE_SIZE 128
#define MAX_POINT_SIZE 128.0f
#define MIN_POINT_SIZE 12.0f
void createSplatTexture(App& app, Engine* engine) {
// To generate a Gaussian splat, create a single-channel 3x3 texture with a bright pixel in
// its center, then magnify it using a Gaussian filter kernel.
static image::LinearImage splat(3, 3, 1);
splat.getPixelRef(1, 1)[0] = 0.25f;
splat = image::resampleImage(splat, TEXTURE_SIZE, TEXTURE_SIZE, image::Filter::GAUSSIAN_SCALARS);
Texture::PixelBufferDescriptor buffer(splat.getPixelRef(),
size_t(TEXTURE_SIZE * TEXTURE_SIZE * sizeof(float)),
Texture::Format::R, Texture::Type::FLOAT);
app.tex = Texture::Builder()
.width(TEXTURE_SIZE).height(TEXTURE_SIZE).levels(1)
.sampler(Texture::Sampler::SAMPLER_2D).format(Texture::InternalFormat::R32F)
.build(*engine);
app.tex->setImage(*engine, 0, std::move(buffer));
}
void setup(App& app, Engine* engine, View* view, Scene* scene) {
createSplatTexture(app, engine);
static Vertex kVertices[NUM_POINTS];
static float kPointSizes[NUM_POINTS];
static uint16_t kIndices[NUM_POINTS];
constexpr float dtheta = M_PI * 2 / NUM_POINTS;
constexpr float dsize = MAX_POINT_SIZE / NUM_POINTS;
constexpr float dcolor = 256.0f / NUM_POINTS;
for (int i = 0; i < NUM_POINTS; i++) {
const float theta = dtheta * i;
const uint32_t c = dcolor * i;
kVertices[i].position.x = cos(theta);
kVertices[i].position.y = sin(theta);
kVertices[i].color = 0xff000000u | c | (c << 8u) | (c << 16u);
kPointSizes[i] = MIN_POINT_SIZE + dsize * i;
kIndices[i] = i;
}
app.vb = VertexBuffer::Builder()
.vertexCount(NUM_POINTS)
.bufferCount(2)
.attribute(VertexAttribute::POSITION, 0, AttributeType::FLOAT2, 0, sizeof(Vertex))
.attribute(VertexAttribute::COLOR, 0, AttributeType::UBYTE4, sizeof(float2), sizeof(Vertex))
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::CUSTOM0, 1, AttributeType::FLOAT, 0, sizeof(float))
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(kVertices, NUM_POINTS * sizeof(Vertex), nullptr));
app.vb->setBufferAt(*engine, 1,
VertexBuffer::BufferDescriptor(kPointSizes, NUM_POINTS * sizeof(float), nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(NUM_POINTS)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(kIndices, NUM_POINTS * sizeof(uint16_t), nullptr));
app.mat = Material::Builder()
.package(RESOURCES_POINTSPRITES_DATA, RESOURCES_POINTSPRITES_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
app.matInstance = app.mat->createInstance();
app.matInstance->setParameter("fade", app.tex, TextureSampler(MinFilter::LINEAR, MagFilter::LINEAR));
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.matInstance)
.geometry(0, RenderableManager::PrimitiveType::POINTS, app.vb, app.ib, 0, NUM_POINTS)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
app.cam = engine->createCamera();
view->setCamera(app.cam);
view->setClearColor({0.1, 0.125, 0.25, 1.0});
};
void cleanup(App& app, Engine* engine) {
engine->destroy(app.renderable);
engine->destroy(app.matInstance);
engine->destroy(app.mat);
engine->destroy(app.vb);
engine->destroy(app.ib);
engine->destroy(app.cam);
}
void animate(App& app, Engine* engine, View* view, double now) {
constexpr float ZOOM = 1.5f;
const uint32_t w = view->getViewport().width;
const uint32_t h = view->getViewport().height;
const float aspect = (float) w / h;
app.cam->setProjection(Camera::Projection::ORTHO,
-aspect * ZOOM, aspect * ZOOM, -ZOOM, ZOOM, 0, 1);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.renderable), mat4f::rotation(now, float3{ 0, 0, 1 }));
}
int main(int argc, char** argv) {
Config config;
config.title = "point_sprites";
App app;
FilamentApp::get().animate([&app](Engine* e, View* v, double now) { animate(app, e, v, now); });
FilamentApp::get().run(config,
[&app](Engine* engine, View* view, Scene* scene) { setup(app, engine, view, scene); },
[&app](Engine* engine, View*, Scene*) { cleanup(app, engine); });
return 0;
}