Files
filament/samples/vk_vbotest.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

97 lines
3.5 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/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include "../samples/app/FilamentApp.h"
#include <utils/EntityManager.h>
#include "generated/resources/resources.h"
using namespace filament;
struct App {
VertexBuffer* vb;
IndexBuffer* ib;
Material* mat;
Camera* cam;
utils::Entity renderable;
};
static constexpr filament::math::float2 POSITIONS[] { {.5, 0}, {-.5, .5}, {-.5, -.5} };
static constexpr uint32_t COLORS[] { 0xffff0000u, 0xff00ff00u, 0xff0000ffu };
static constexpr uint16_t TRIANGLE_INDICES[] { 0, 1, 2 };
int main(int argc, char** argv) {
Config config;
config.title = "vbotest";
config.backend = Engine::Backend::VULKAN;
// Aggregate positions and colors into a single buffer without interleaving.
std::vector<uint8_t> vbo(sizeof(POSITIONS) + sizeof(COLORS));
memcpy(vbo.data(), POSITIONS, sizeof(POSITIONS));
memcpy(vbo.data() + sizeof(POSITIONS), COLORS, sizeof(COLORS));
App app;
auto setup = [&app, &vbo](Engine* engine, View* view, Scene* scene) {
// Populate vertex buffer.
app.vb = VertexBuffer::Builder().vertexCount(3).bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 8)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 24, 4)
.normalized(VertexAttribute::COLOR).build(*engine);
app.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(vbo.data(), vbo.size(), 0));
// Populate index buffer.
app.ib = IndexBuffer::Builder().indexCount(3).bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, 0));
// Construct material.
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE).build(*engine);
// Construct renderable.
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
.build(*engine, app.renderable = utils::EntityManager::get().create());
scene->addEntity(app.renderable);
// Replace the FilamentApp camera with identity.
view->setCamera(app.cam = engine->createCamera());
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
engine->destroy(app.ib);
engine->destroy(app.cam);
};
FilamentApp::get().run(config, setup, cleanup);
return 0;
}