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).
136 lines
4.6 KiB
C++
136 lines
4.6 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 "Sphere.h"
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Material.h>
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#include <filament/RenderableManager.h>
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#include <filament/TransformManager.h>
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#include <filament/VertexBuffer.h>
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#include <utils/EntityManager.h>
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#include <math/norm.h>
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#include "IcoSphere.h"
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using namespace filament;
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using namespace filament::math;
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using namespace utils;
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struct Geometry {
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IcoSphere sphere = IcoSphere{ 2 };
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std::vector<filament::math::short4> tangents;
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filament::VertexBuffer* vertexBuffer = nullptr;
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filament::IndexBuffer* indexBuffer = nullptr;
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};
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// note: this will be leaked since we don't have a good time to free it.
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// this should be a cache indexed on the sphere's subdivisions
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static Geometry* gGeometry = nullptr;
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Sphere::Sphere(Engine& engine, Material const* material, bool culling)
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: mEngine(engine) {
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Geometry* geometry = gGeometry;
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static_assert(sizeof(IcoSphere::Triangle) == sizeof(IcoSphere::Index) * 3,
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"indices are not packed");
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if (geometry == nullptr) {
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geometry = gGeometry = new Geometry;
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auto const& indices = geometry->sphere.getIndices();
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auto const& vertices = geometry->sphere.getVertices();
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uint32_t indexCount = (uint32_t)(indices.size() * 3);
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geometry->tangents.resize(vertices.size());
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VertexBuffer::populateTangentQuaternions(VertexBuffer::QuatTangentContext {
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.quatType = VertexBuffer::SHORT4,
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.quatCount = vertices.size(),
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.outBuffer = geometry->tangents.data(),
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.outStride = sizeof(filament::math::short4),
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.normals = vertices.data()
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});
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// todo produce correct u,v
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geometry->vertexBuffer = VertexBuffer::Builder()
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.vertexCount((uint32_t)vertices.size())
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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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geometry->vertexBuffer->setBufferAt(engine, 0,
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VertexBuffer::BufferDescriptor(vertices.data(), vertices.size() * sizeof(float3)));
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geometry->vertexBuffer->setBufferAt(engine, 1,
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VertexBuffer::BufferDescriptor(geometry->tangents.data(), geometry->tangents.size() * sizeof(filament::math::short4)));
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geometry->indexBuffer = IndexBuffer::Builder()
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.bufferType(IndexBuffer::IndexType::USHORT)
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.indexCount(indexCount)
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.build(engine);
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geometry->indexBuffer->setBuffer(engine,
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IndexBuffer::BufferDescriptor(indices.data(), indexCount * sizeof(IcoSphere::Index)));
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}
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if (material) {
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mMaterialInstance = material->createInstance();
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}
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utils::EntityManager& em = utils::EntityManager::get();
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mRenderable = em.create();
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RenderableManager::Builder(1)
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.boundingBox({{0}, {1}})
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.material(0, mMaterialInstance)
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, geometry->vertexBuffer, geometry->indexBuffer)
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.culling(culling)
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.build(engine, mRenderable);
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}
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Sphere::~Sphere() {
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mEngine.destroy(mMaterialInstance);
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mEngine.destroy(mRenderable);
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utils::EntityManager& em = utils::EntityManager::get();
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em.destroy(mRenderable);
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}
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Sphere& Sphere::setPosition(filament::math::float3 const& position) noexcept {
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auto& tcm = mEngine.getTransformManager();
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auto ci = tcm.getInstance(mRenderable);
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mat4f model = tcm.getTransform(ci);
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model[3].xyz = position;
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tcm.setTransform(ci, model);
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return *this;
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}
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Sphere& Sphere::setRadius(float radius) noexcept {
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auto& tcm = mEngine.getTransformManager();
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auto ci = tcm.getInstance(mRenderable);
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mat4f model = tcm.getTransform(ci);
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model[0].x = radius;
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model[1].y = radius;
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model[2].z = radius;
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tcm.setTransform(ci, model);
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return *this;
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}
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