* Add skinning and morphing samples to check functionality * Implement skinning for more than four bones pair vertex The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution. Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
240 lines
9.0 KiB
C++
240 lines
9.0 KiB
C++
/*
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* Copyright (C) 2023 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/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/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/VertexBuffer.h>
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#include <filament/SkinningBuffer.h>
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#include <filament/View.h>
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#include <utils/EntityManager.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 utils::Entity;
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using utils::EntityManager;
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using namespace filament::math;
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struct App {
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VertexBuffer *vb, *vb2;
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IndexBuffer* ib;
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Material* mat;
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Camera* cam;
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Entity camera;
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Skybox* skybox;
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Entity renderable1;
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Entity renderable2;
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SkinningBuffer *sb;
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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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static const Vertex TRIANGLE_VERTICES[3] = {
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{{1, 0}, 0xffff0000u},
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{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
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{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
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};
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static const uint16_t skinJoints[] = { 0, 1, 2, 3,
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0, 1, 2, 3,
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0, 1, 2, 3
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};
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static const float skinWeights[] = { 0.25f, 0.25f, 0.25f, 0.25f,
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0.25f, 0.25f, 0.25f, 0.25f,
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0.25f, 0.25f, 0.25f, 0.25f
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};
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static constexpr uint16_t TRIANGLE_INDICES[] = { 0, 1, 2, 3 };
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mat4f transforms[] = {math::mat4f(1.f),
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mat4f::translation(float3(1, 0, 0)),
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mat4f::translation(float3(1, 1, 0)),
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mat4f::translation(float3(0, 1, 0)),
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mat4f::translation(float3(-1, 1, 0)),
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mat4f::translation(float3(-1, 0, 0)),
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mat4f::translation(float3(-1, -1, 0)),
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mat4f::translation(float3(0, -1, 0)),
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mat4f::translation(float3(1, -1, 0))};
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int main(int argc, char** argv) {
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Config config;
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config.title = "skinning buffer common for two renderables";
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App app;
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auto setup = [&app](Engine* engine, View* view, Scene* scene) {
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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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view->setPostProcessingEnabled(false);
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static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
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app.vb = VertexBuffer::Builder()
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.vertexCount(3)
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.bufferCount(3)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
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.normalized(VertexAttribute::COLOR)
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.attribute(VertexAttribute::BONE_INDICES, 1, VertexBuffer::AttributeType::USHORT4, 0, 8)
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.attribute(VertexAttribute::BONE_WEIGHTS, 2, VertexBuffer::AttributeType::FLOAT4, 0, 16)
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.build(*engine);
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app.vb->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
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app.vb->setBufferAt(*engine, 1,
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VertexBuffer::BufferDescriptor(skinJoints, 24, nullptr));
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app.vb->setBufferAt(*engine, 2,
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VertexBuffer::BufferDescriptor(skinWeights, 48, nullptr));
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app.vb2 = VertexBuffer::Builder()
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.vertexCount(3)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
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.normalized(VertexAttribute::COLOR)
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.build(*engine);
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app.vb2->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
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app.ib = IndexBuffer::Builder()
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.indexCount(3)
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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(TRIANGLE_INDICES, 6, nullptr));
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app.mat = Material::Builder()
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.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
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.build(*engine);
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app.sb = SkinningBuffer::Builder()
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.boneCount(9)
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.initialize()
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.build(*engine);
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app.sb->setBones(*engine, transforms,9,0);
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app.renderable1 = EntityManager::get().create();
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app.renderable2 = EntityManager::get().create();
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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.mat->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.enableSkinningBuffers(true)
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.skinning(app.sb, 9, 0)
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.build(*engine, app.renderable1);
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RenderableManager::Builder(2)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, app.mat->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
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.geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.enableSkinningBuffers(true)
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.skinning(app.sb, 9, 0)
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.build(*engine, app.renderable2);
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scene->addEntity(app.renderable1);
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scene->addEntity(app.renderable2);
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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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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.skybox);
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engine->destroy(app.renderable1);
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engine->destroy(app.renderable2);
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engine->destroy(app.mat);
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engine->destroy(app.vb);
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engine->destroy(app.vb2);
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engine->destroy(app.ib);
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engine->destroy(app.sb);
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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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FilamentApp::get().animate([&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,
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-ZOOM, ZOOM, 0, 1);
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auto& tcm = engine->getTransformManager();
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// Transformation of both renderables
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tcm.setTransform(tcm.getInstance(app.renderable1),
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filament::math::mat4f::translation(filament::math::float3{ 0.5, 0, 0 }));
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tcm.setTransform(tcm.getInstance(app.renderable2),
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filament::math::mat4f::translation(filament::math::float3{ 0, 0.5, 0 }));
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auto& rm = engine->getRenderableManager();
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// Bone skinning animation
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float t = (float)(now - (int)now);
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float s = sin(t * f::PI * 2.f);
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float c = cos(t * f::PI * 2.f);
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mat4f translate[] = {mat4f::translation(float3(s, c, 0))};
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mat4f trans1of8[9] = {};
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for (size_t i = 0; i < 9; i++) {
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trans1of8[i] = filament::math::mat4f(1);
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}
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s *= 5;
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mat4f transA[] = {
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mat4f::translation(float3(s, 0, 0)),
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mat4f::translation(float3(s, s, 0)),
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mat4f::translation(float3(0, s, 0)),
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mat4f::translation(float3(-s, s, 0)),
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mat4f::translation(float3(-s, 0, 0)),
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mat4f::translation(float3(-s, -s, 0)),
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mat4f::translation(float3(0, -s, 0)),
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mat4f::translation(float3(s, -s, 0)),
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filament::math::mat4f(1)};
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size_t offset = ((size_t)now) % 8;
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trans1of8[offset] = transA[offset];
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// Set transformation of the first bone
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app.sb->setBones(*engine, translate, 1, 0);
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// Set transformation of the other bones, only 3 of them can be used, do to limitation
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app.sb->setBones(*engine,trans1of8, 8, 1);
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});
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FilamentApp::get().run(config, setup, cleanup);
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return 0;
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}
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