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filament/samples/point_sprites.cpp
2025-06-05 18:18:41 +00:00

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6.8 KiB
C++

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