Files
filament/samples/vk_shadowtest.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

187 lines
6.5 KiB
C++

/*
* Copyright (C) 2018 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/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <math/norm.h>
#include "../samples/app/Config.h"
#include "../samples/app/FilamentApp.h"
#include "../samples/app/MeshAssimp.h"
#include "generated/resources/resources.h"
using namespace filament;
using namespace filament::math;
using Backend = Engine::Backend;
struct GroundPlane {
VertexBuffer* vb;
IndexBuffer* ib;
Material* mat;
utils::Entity renderable;
};
struct App {
utils::Entity light;
std::map<std::string, MaterialInstance*> materials;
MeshAssimp* meshes;
mat4f transform;
GroundPlane plane;
};
static const char* MODEL_FILE = "assets/models/monkey/monkey.obj";
static const char* IBL_FOLDER = "envs/pillars";
static constexpr bool ENABLE_SHADOWS = true;
static GroundPlane createGroundPlane(Engine* engine);
static const Config config {
.title = "shadowtest",
.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER,
.scale = 1,
.splitView = false,
.backend = Backend::VULKAN,
};
int main(int argc, char** argv) {
App app;
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
auto& tcm = engine->getTransformManager();
auto& rcm = engine->getRenderableManager();
auto& em = utils::EntityManager::get();
// Add geometry into the scene.
app.meshes = new MeshAssimp(*engine);
app.meshes->addFromFile(FilamentApp::getRootAssetsPath() + MODEL_FILE, app.materials);
auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
for (auto renderable : app.meshes->getRenderables()) {
auto instance = rcm.getInstance(renderable);
if (rcm.hasComponent(renderable)) {
rcm.setCastShadows(instance, ENABLE_SHADOWS);
rcm.setReceiveShadows(instance, false);
scene->addEntity(renderable);
}
}
// Add light sources into the scene.
app.light = em.create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
.intensity(110000)
.direction({ 0.7, -1, -0.8 })
.sunAngularRadius(1.9f)
.castShadows(ENABLE_SHADOWS)
.build(*engine, app.light);
scene->addEntity(app.light);
// Hide skybox and add ground plane.
scene->setSkybox(nullptr);
view->setClearColor({0.5f,0.75f,1.0f,1.0f});
app.plane = createGroundPlane(engine);
scene->addEntity(app.plane.renderable);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.plane.renderable);
engine->destroy(app.plane.mat);
engine->destroy(app.plane.vb);
engine->destroy(app.plane.ib);
engine->destroy(app.light);
for (auto& item : app.materials) {
engine->destroy(item.second);
}
delete app.meshes;
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
auto& tcm = engine->getTransformManager();
auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
tcm.setTransform(ti, app.transform * mat4f::rotation(now, float3{ 0, 1, 0 }));
});
FilamentApp::get().run(config, setup, cleanup);
return 0;
}
static GroundPlane createGroundPlane(Engine* engine) {
Material* shadowMaterial = Material::Builder()
.package(RESOURCES_GROUNDSHADOW_DATA, RESOURCES_GROUNDSHADOW_SIZE)
.build(*engine);
const static uint32_t indices[] {
0, 1, 2, 2, 3, 0
};
const static float3 vertices[] {
{ -10, 0, -10 },
{ -10, 0, 10 },
{ 10, 0, 10 },
{ 10, 0, -10 },
};
short4 tbn = packSnorm16(normalize(positive(mat3f{
float3{1.0f, 0.0f, 0.0f}, float3{0.0f, 0.0f, 1.0f}, float3{0.0f, 1.0f, 0.0f}
}.toQuaternion())).xyzw);
const static short4 normals[] { tbn, tbn, tbn, tbn };
VertexBuffer* vertexBuffer = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(2)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
.normalized(VertexAttribute::TANGENTS)
.build(*engine);
vertexBuffer->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(
vertices, vertexBuffer->getVertexCount() * sizeof(vertices[0])));
vertexBuffer->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(
normals, vertexBuffer->getVertexCount() * sizeof(normals[0])));
IndexBuffer* indexBuffer = IndexBuffer::Builder().indexCount(6).build(*engine);
indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(
indices, indexBuffer->getIndexCount() * sizeof(uint32_t)));
auto& em = utils::EntityManager::get();
utils::Entity renderable = em.create();
RenderableManager::Builder(1)
.boundingBox({{ 0, 0, 0 }, { 10, 1e-4f, 10 }})
.material(0, shadowMaterial->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6)
.culling(false)
.receiveShadows(ENABLE_SHADOWS)
.castShadows(false)
.build(*engine, renderable);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(renderable), mat4f::translation(float3{ 0, -1, -4 }));
return {
.vb = vertexBuffer,
.ib = indexBuffer,
.mat = shadowMaterial,
.renderable = renderable,
};
}