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

711 lines
30 KiB
C++

/*
* Copyright (C) 2023 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/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/BufferObject.h>
#include <filament/SkinningBuffer.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <utils/Path.h>
#include <getopt/getopt.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <cmath>
#include <iostream>
#include "generated/resources/resources.h"
using namespace filament;
using utils::Entity;
using utils::EntityManager;
using utils::Path;
using utils::FixedCapacityVector;
using namespace filament::math;
struct App {
VertexBuffer* vbs[10];
size_t vbCount = 0;
IndexBuffer *ib, *ib2;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderables[4];
SkinningBuffer *sb, *sb2;
MorphTargetBuffer *mt;
BufferObject* bos[10];
size_t boCount = 0;
size_t bonesPerVertex;
FixedCapacityVector<FixedCapacityVector<filament::math::float2>>
boneDataPerPrimitive,
boneDataPerPrimitiveMulti;
};
struct Vertex {
float2 position;
uint32_t color;
};
static const Vertex TRIANGLE_VERTICES_1[6] = {
{{ 1, 0}, 0xff00ff00u},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff330088u},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880033u},
{{-1, 0}, 0xff00ff00u},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff330088u},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880033u},
};
static const Vertex TRIANGLE_VERTICES_2[6] = {
{{ 1, 0}, 0xff0000ffu},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xfff055ffu},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880088u},
{{-1, 0}, 0xff0000ffu},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xfff055ffu},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880088u},
};
static const Vertex TRIANGLE_VERTICES_3[6] = {
{{ 1, 0}, 0xfff00f88u},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff00ffaau},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu},
{{-1, 0}, 0xfff00f88u},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff00ffaau},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff00ffffu},
};
static const float3 targets_pos[9] = {
{ -2, 0, 0},{ 0, 2, 0},{ 1, 0, 0},
{ 1, 1, 0},{ -1, 0, 0},{ -1, 0, 0},
{ 0, 0, 0},{ 0, 0, 0},{ 0, 0, 0}
};
static const short4 targets_tan[9] = {
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0},
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0},
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0}};
static const uint16_t skinJoints[] = { 0, 1, 2, 5,
0, 2, 3, 5,
0, 3, 1, 5};
static const float skinWeights[] = { 0.5f, 0.0f, 0.0f, 0.5f,
0.5f, 0.0f, 0.f, 0.5f,
0.5f, 0.0f, 0.f, 0.5f,};
static float2 boneDataArray[48] = {}; //indices and weights for up to 3 vertices with 8 bones
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 },
TRIANGLE_INDICES_2[6] = { 0, 2, 4, 1, 3, 5 };
mat4f transforms[] = {math::mat4f(1),
mat4f::translation(float3(1, 0, 0)),
mat4f::translation(float3(1, 1, 0)),
mat4f::translation(float3(0, 1, 0)),
mat4f::translation(float3(-1, 1, 0)),
mat4f::translation(float3(-1, 0, 0)),
mat4f::translation(float3(-1, -1, 0)),
mat4f::translation(float3(0, -1, 0)),
mat4f::translation(float3(1, -1, 0))};
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SAMPLE is a command-line tool for testing Filament skinning buffers.\n"
"Usage:\n"
" SAMPLE [options]\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
"API_USAGE"
);
const std::string from("SAMPLE");
for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
usage.replace(pos, from.length(), exec_name);
}
const std::string apiUsage("API_USAGE");
for (size_t pos = usage.find(apiUsage); pos != std::string::npos; pos = usage.find(apiUsage, pos)) {
usage.replace(pos, apiUsage.length(), samples::getBackendAPIArgumentsUsage());
}
std::cout << usage;
}
static int handleCommandLineArgments(int argc, char* argv[], Config* config) {
static constexpr const char* OPTSTR = "ha:";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ nullptr, 0, nullptr, 0 } // termination of the option list
};
int opt;
int option_index = 0;
while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) {
std::string arg(optarg != nullptr ? optarg : "");
switch (opt) {
default:
case 'h':
printUsage(argv[0]);
exit(0);
case 'a':
config->backend = samples::parseArgumentsForBackend(arg);
break;
}
}
return optind;
}
int main(int argc, char** argv) {
App app;
app.boneDataPerPrimitive = FixedCapacityVector<FixedCapacityVector<float2>>(3);
app.boneDataPerPrimitiveMulti = FixedCapacityVector<FixedCapacityVector<float2>>(6);
app.bonesPerVertex = 8;
Config config;
config.title = "skinning test with more than 4 bones per vertex";
handleCommandLineArgments(argc, argv, &config);
size_t boneCount = app.bonesPerVertex;
float weight = 1.f / boneCount;
FixedCapacityVector<float2> boneDataPerVertex(boneCount);
for (size_t idx = 0; idx < boneCount; idx++) {
boneDataPerVertex[idx] = float2(idx, weight);
boneDataArray[idx] = float2(idx, weight);
boneDataArray[idx + boneCount] = float2(idx, weight);
boneDataArray[idx + 2 * boneCount] = float2(idx, weight);
boneDataArray[idx + 3 * boneCount] = float2(idx, weight);
boneDataArray[idx + 4 * boneCount] = float2(idx, weight);
boneDataArray[idx + 5 * boneCount] = float2(idx, weight);
}
auto idx = 0;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
for (size_t vertex_idx = 0; vertex_idx < 6; vertex_idx++) {
boneCount = vertex_idx % app.bonesPerVertex + 1;
weight = 1.f / boneCount;
FixedCapacityVector<float2> boneDataPerVertex1(boneCount);
for (size_t idx = 0; idx < boneCount; idx++) {
boneDataPerVertex1[idx] = float2(idx, weight);
}
app.boneDataPerPrimitiveMulti[vertex_idx] = boneDataPerVertex1;
}
auto setup =
[&app](Engine* engine, View* view, Scene* scene) {
app.skybox = Skybox::Builder().color({ 0.1, 0.125, 0.25, 1.0})
.build(*engine);
scene->setSkybox(app.skybox);
view->setPostProcessingEnabled(false);
static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
// primitives for renderable 0 -------------------------
// primitive 0/1, triangle without skinning
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.build(*engine);
app.vbs[app.vbCount]->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_1, 36,
nullptr));
app.vbCount++;
// primitive 0/2, triangle without skinning, buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_1 + 3, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.vbCount++;
app.boCount++;
// primitives for renderable 1 -------------------------
// primitive 1/1, triangle with skinning vertex attributes (only 4 bones),
// buffer object disabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 1,
VertexBuffer::AttributeType::USHORT4, 0, 8)
.attribute(VertexAttribute::BONE_WEIGHTS, 2,
VertexBuffer::AttributeType::FLOAT4, 0, 16)
.build(*engine);
app.vbs[app.vbCount]->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_2, 36,
nullptr));
app.vbs[app.vbCount]->setBufferAt(*engine, 1,
VertexBuffer::BufferDescriptor(skinJoints, 24, nullptr));
app.vbs[app.vbCount]->setBufferAt(*engine, 2,
VertexBuffer::BufferDescriptor(skinWeights, 48, nullptr));
app.vbCount++;
// primitive 1/2, triangle with skinning vertex attributes (only 4 bones),
// buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 1,
VertexBuffer::AttributeType::USHORT4, 0, 8)
.attribute(VertexAttribute::BONE_WEIGHTS, 2,
VertexBuffer::AttributeType::FLOAT4, 0, 16)
.enableBufferObjects()
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_2 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.bos[app.boCount] = BufferObject::Builder()
.size(24)
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
skinJoints, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 1,
app.bos[app.boCount]);
app.boCount++;
app.bos[app.boCount] = BufferObject::Builder()
.size(48)
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
skinWeights, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 2,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitives for renderable 2 -------------------------
// primitive 2/1, triangle with advanced skinning, buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 2/2, triangle with advanced skinning, buffer objects enabled, for morph
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 1, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 2/3, triangle with advanced skinning, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitives for renderable 3 -------------------------
// primitive 3/1, two triangles with advanced skinning, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(6)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(6 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_1, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 3/2, triangle with advanced skinning and morph, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// Index buffer data
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES,
3 * sizeof(uint16_t),nullptr));
app.ib2 = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib2->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES_2,
6 * sizeof(uint16_t),nullptr));
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
// Skinning buffer for renderable 2
app.sb = SkinningBuffer::Builder()
.boneCount(9)
.initialize(true)
.build(*engine);
// Skinning buffer common for renderable 3
app.sb2 = SkinningBuffer::Builder()
.boneCount(9)
.initialize(true)
.build(*engine);
app.sb->setBones(*engine, transforms,9,0);
// Morph target definition to check combination bone skinning and blend shapes
app.mt = MorphTargetBuffer::Builder()
.vertexCount(9)
.count(3)
.build( *engine);
app.mt->setPositionsAt(*engine,0, targets_pos, 3, 0);
app.mt->setPositionsAt(*engine,1, targets_pos+3, 3, 0);
app.mt->setPositionsAt(*engine,2, targets_pos+6, 3, 0);
app.mt->setTangentsAt(*engine,0, targets_tan, 9, 0);
app.mt->setTangentsAt(*engine,1, targets_tan, 9, 0);
app.mt->setTangentsAt(*engine,2, targets_tan, 9, 0);
// renderable 0: no skinning
// primitive 0 = triangle, no skinning, no morph target
// primitive 1 = triangle, no skinning, morph target
// primitive 2 = triangle, no skinning, no morph target, buffer objects enabled
// primitive 3 = triangle, no skinning, morph target, buffer objects enabled
app.renderables[0] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.morphing(app.mt)
.morphing(0, 1, 0)
.morphing(0, 3, 0)
.build(*engine, app.renderables[0]);
// renderable 1: attribute bone data definitions skinning
// primitive 0 = triangle with skinning and with morphing, bone data defined as vertex attributes (buffer object)
// primitive 1 = trinagle with skinning, bone data defined as vertex attributes
// primitive 3 = triangle with skinning, bone data defined as vertex attributes (buffer object)
// primitive 2 = triangle with skinning and with morphing, bone data defined as vertex attributes
app.renderables[1] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.morphing(app.mt)
.morphing(0, 2, 0)
.morphing(0, 0, 0)
.build(*engine, app.renderables[1]);
// renderable 2: various ways of skinning definitions
// primitive 0 = skinned triangle, advanced bone data defined as array per primitive,
// primitive 1 = skinned triangle, advanced bone data defined as vector per primitive,
// primitive 2 = triangle with skinning and with morphing, advanced bone data
// defined as vector per primitive
app.renderables[2] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[4], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[5], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[6], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(0, boneDataArray,
3 * app.bonesPerVertex, app.bonesPerVertex)
.boneIndicesAndWeights(1, app.boneDataPerPrimitive)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(app.mt)
.morphing(0, 2, 0)
.build(*engine, app.renderables[2]);
// renderable 3: combination attribute and advance bone data
// primitive 0 = triangle with skinning and morphing, bone data defined as vertex attributes
// primitive 1 = skinning of two triangles, advanced bone data defined as vector per primitive,
// various number of bones per vertex 1, 2, ... 6
// primitive 2 = triangle with skinning and morphing, advanced bone data defined
// as vector per primitive
app.renderables[3] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[7], app.ib2, 0, 6)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[8], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(1, app.boneDataPerPrimitiveMulti)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(app.mt)
.morphing(0, 0, 0)
.morphing(0, 2, 0)
.build(*engine, app.renderables[3]);
scene->addEntity(app.renderables[0]);
scene->addEntity(app.renderables[1]);
scene->addEntity(app.renderables[2]);
scene->addEntity(app.renderables[3]);
app.camera = EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
for (auto i = 0; i < 4; i++) {
engine->destroy(app.renderables[i]);
}
for (auto i = 0; i < app.boCount; i++) {
engine->destroy(app.bos[i]);
}
for (auto i = 0; i < app.vbCount; i++) {
engine->destroy(app.vbs[i]);
}
engine->destroy(app.skybox);
engine->destroy(app.mat);
engine->destroy(app.ib);
engine->destroy(app.ib2);
engine->destroy(app.sb);
engine->destroy(app.sb2);
engine->destroy(app.mt);
engine->destroyCameraComponent(app.camera);
EntityManager::get().destroy(app.camera);
};
FilamentApp::get().animate([&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& rm = engine->getRenderableManager();
// Bone skinning animation for more than four bones per vertex
float t = (float)(now - (int)now);
size_t offset = ((size_t)now) % 9;
float s = sin(t * f::PI * 2.f) * 10;
mat4f trans[9] = {};
for (size_t i = 0; i < 9; i++) {
trans[i] = filament::math::mat4f(1);
}
mat4f trans2[9] = {};
for (size_t i = 0; i < 9; i++) {
trans2[i] = filament::math::mat4f(1);
}
mat4f transA[] = {
mat4f::scaling(float3(s / 10.f,s / 10.f, 1.f)),
mat4f::translation(float3(s, 0, 0)),
mat4f::translation(float3(s, s, 0)),
mat4f::translation(float3(0, s, 0)),
mat4f::translation(float3(-s, s, 0)),
mat4f::translation(float3(-s, 0, 0)),
mat4f::translation(float3(-s, -s, 0)),
mat4f::translation(float3(0, -s, 0)),
mat4f::translation(float3(s, -s, 0)),
filament::math::mat4f(1)};
trans[offset] = transA[offset];
trans2[offset] = transA[(offset + 3) % 9];
app.sb->setBones(*engine,trans, 9, 0);
app.sb2->setBones(*engine,trans2, 9, 0);
// Morph targets (blendshapes) animation
float z = (float)(sin(now)/2.f + 0.5f);
float weights[] = { 1 - z, 0, z};
rm.setMorphWeights(rm.getInstance(app.renderables[0]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[1]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[2]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[3]), weights, 3, 0);
});
FilamentApp::get().run(config, setup, cleanup);
return 0;
}