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).
107 lines
3.6 KiB
C++
107 lines
3.6 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/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/TransformManager.h>
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#include <filament/View.h>
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#include <utils/EntityManager.h>
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#include <filameshio/MeshReader.h>
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#include "app/Config.h"
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#include "app/FilamentApp.h"
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#include "generated/resources/resources.h"
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using namespace filament;
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using namespace filamesh;
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using namespace filament::math;
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using Backend = Engine::Backend;
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struct App {
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utils::Entity light;
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Material* material;
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MaterialInstance* materialInstance;
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MeshReader::Mesh mesh;
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mat4f transform;
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};
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static const char* IBL_FOLDER = "envs/pillars";
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int main(int argc, char** argv) {
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Config config;
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config.title = "hellopbr";
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config.backend = Backend::VULKAN;
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config.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER;
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App app;
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auto setup = [config, &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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// Instantiate material.
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app.material = Material::Builder()
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.package(RESOURCES_AIDEFAULTMAT_DATA, RESOURCES_AIDEFAULTMAT_SIZE).build(*engine);
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auto mi = app.materialInstance = app.material->createInstance();
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mi->setParameter("baseColor", RgbType::LINEAR, float3{0.8});
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mi->setParameter("metallic", 1.0f);
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mi->setParameter("roughness", 0.4f);
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mi->setParameter("reflectance", 0.5f);
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// Add geometry into the scene.
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app.mesh = MeshReader::loadMeshFromBuffer(engine, RESOURCES_SUZANNE_DATA, nullptr, nullptr, mi);
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auto ti = tcm.getInstance(app.mesh.renderable);
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app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
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rcm.setCastShadows(rcm.getInstance(app.mesh.renderable), false);
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scene->addEntity(app.mesh.renderable);
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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(false)
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.build(*engine, app.light);
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scene->addEntity(app.light);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.light);
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engine->destroy(app.materialInstance);
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engine->destroy(app.mesh.renderable);
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engine->destroy(app.material);
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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.mesh.renderable);
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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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