* Try to clean up asset folders for sample apps. This removes the build step where we copy a subset of assets, and makes it so that FilamentApp hands out a "root path" for assets. For now this is determined based on the location of the executable. This allows developers to launch samples from any CWD. Closes #11 * Restore asset copy to build.
100 lines
3.5 KiB
C++
100 lines
3.5 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 <filament/Engine.h>
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#include <filament/LightManager.h>
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#include <filament/RenderableManager.h>
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#include <filament/Scene.h>
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#include <filament/TransformManager.h>
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#include <filament/View.h>
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#include "../samples/app/Config.h"
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#include "../samples/app/FilamentApp.h"
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#include "../samples/app/MeshAssimp.h"
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using namespace filament;
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using namespace math;
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using Backend = Engine::Backend;
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struct App {
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utils::Entity light;
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std::map<std::string, MaterialInstance*> materials;
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MeshAssimp* meshes;
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mat4f transform;
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};
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static const char* MODEL_FILE = "assets/models/monkey/monkey.obj";
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static const char* IBL_FOLDER = "envs/office";
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int main(int argc, char** argv) {
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Config config;
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config.title = "hellopbr";
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config.backend = Backend::VULKAN;
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config.iblDirectory = FilamentApp::getRootPath() + IBL_FOLDER;
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App app;
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auto setup = [config, &app](Engine* engine, View* view, Scene* scene) {
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auto& tcm = engine->getTransformManager();
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auto& rcm = engine->getRenderableManager();
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auto& em = utils::EntityManager::get();
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// Add geometry into the scene.
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app.meshes = new MeshAssimp(*engine);
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app.meshes->addFromFile(FilamentApp::getRootPath() + MODEL_FILE, app.materials);
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auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
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app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
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for (auto renderable : app.meshes->getRenderables()) {
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if (rcm.hasComponent(renderable)) {
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rcm.setCastShadows(rcm.getInstance(renderable), false);
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scene->addEntity(renderable);
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}
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}
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// Enable the metallic surface property to observe reflections.
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for (auto& pair : app.materials) {
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pair.second->setParameter("metallic", 1.0f);
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}
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// Add light sources into the scene.
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app.light = em.create();
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LightManager::Builder(LightManager::Type::SUN)
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.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
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.intensity(110000)
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.direction({ 0.7, -1, -0.8 })
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.sunAngularRadius(1.9f)
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.castShadows(false)
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.build(*engine, app.light);
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scene->addEntity(app.light);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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Fence::waitAndDestroy(engine->createFence());
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engine->destroy(app.light);
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for (auto& item : app.materials) {
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engine->destroy(item.second);
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}
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delete app.meshes;
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};
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FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
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auto& tcm = engine->getTransformManager();
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auto ti = tcm.getInstance(app.meshes->getRenderables()[0]);
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tcm.setTransform(ti, app.transform * mat4f::rotate(now, float3{0, 1, 0}));
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});
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FilamentApp::get().run(config, setup, cleanup);
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}
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