Files
filament/samples/vk_texturedquad.cpp
Philip Rideout 099738e545 Try to clean up asset folders for sample apps. (#128)
* 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.
2018-08-23 12:46:45 -07:00

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5.8 KiB
C++

/*
* Copyright (C) 2018 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 <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/Texture.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <utils/Path.h>
#include "../samples/app/Config.h"
#include "../samples/app/FilamentApp.h"
#include <stb_image.h>
#include <cmath>
#include <stdint.h>
using namespace filament;
using utils::Entity;
using utils::EntityManager;
using utils::Path;
using MinFilter = TextureSampler::MinFilter;
using MagFilter = TextureSampler::MagFilter;
struct App {
VertexBuffer* vb;
IndexBuffer* ib;
Material* mat;
MaterialInstance* matInstance;
Camera* cam;
Texture* tex;
Entity renderable;
};
struct Vertex {
math::float2 position;
math::float2 uv;
};
static const Vertex QUAD_VERTICES[4] = {
{{-1, -1}, {0, 0}},
{{ 1, -1}, {1, 0}},
{{-1, 1}, {0, 1}},
{{ 1, 1}, {1, 1}},
};
static constexpr uint16_t QUAD_INDICES[6] = {
0, 1, 2,
3, 2, 1,
};
static constexpr uint8_t BAKED_TEXTURE_PACKAGE[] = {
#include "generated/material/bakedTexture.inc"
};
int main() {
Config config;
config.title = "texturedquad";
config.backend = Engine::Backend::VULKAN;
App app;
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
// Load texture
Path path = FilamentApp::getRootPath() + "third_party/textures/Moss_01/Moss_01_Color.png";
if (!path.exists()) {
std::cerr << "The texture " << path << " does not exist" << std::endl;
exit(1);
}
int w, h, n;
unsigned char* data = stbi_load(path.c_str(), &w, &h, &n, 4);
if (data == nullptr) {
std::cerr << "The texture " << path << " could not be loaded" << std::endl;
exit(1);
}
std::cout << "Loaded texture: " << w << "x" << h << std::endl;
Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 4),
Texture::Format::RGBA, Texture::Type::UBYTE,
(driver::BufferDescriptor::Callback) &stbi_image_free);
app.tex = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(1)
.sampler(Texture::Sampler::SAMPLER_2D)
.format(driver::TextureFormat::RGBA8)
.build(*engine);
app.tex->setImage(*engine, 0, std::move(buffer));
TextureSampler sampler(MinFilter::LINEAR, MagFilter::LINEAR);
// Set up view
view->setClearColor({0.1, 0.125, 0.25, 1.0});
view->setPostProcessingEnabled(false);
app.cam = engine->createCamera();
view->setCamera(app.cam);
// Create quad renderable
static_assert(sizeof(Vertex) == 16, "Strange vertex size.");
app.vb = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 16)
.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::FLOAT2, 8, 16)
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(QUAD_VERTICES, 64, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(QUAD_INDICES, 12, nullptr));
app.mat = Material::Builder()
.package((void*) BAKED_TEXTURE_PACKAGE, sizeof(BAKED_TEXTURE_PACKAGE))
.build(*engine);
app.matInstance = app.mat->createInstance();
app.matInstance->setParameter("albedo", app.tex, sampler);
app.renderable = EntityManager::get().create();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.matInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 6)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
Fence::waitAndDestroy(engine->createFence());
engine->destroy(app.renderable);
engine->destroy(app.matInstance);
engine->destroy(app.mat);
engine->destroy(app.tex);
engine->destroy(app.vb);
engine->destroy(app.ib);
engine->destroy(app.cam);
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
const float zoom = 2.0 + 2.0 * sin(now);
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, -1, 1);
});
FilamentApp::get().run(config, setup, cleanup);
}