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