99 lines
3.6 KiB
C++
99 lines
3.6 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/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/VertexBuffer.h>
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#include <filament/View.h>
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#include <filamentapp/FilamentApp.h>
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#include <utils/EntityManager.h>
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#include "generated/resources/resources.h"
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using namespace filament;
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struct App {
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VertexBuffer* vb;
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IndexBuffer* ib;
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Material* mat;
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Camera* cam;
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utils::Entity camera;
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utils::Entity renderable;
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};
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static constexpr filament::math::float2 POSITIONS[] { {.5, 0}, {-.5, .5}, {-.5, -.5} };
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static constexpr uint32_t COLORS[] { 0xffff0000u, 0xff00ff00u, 0xff0000ffu };
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static constexpr uint16_t TRIANGLE_INDICES[] { 0, 1, 2 };
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int main(int argc, char** argv) {
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Config config;
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config.title = "vbotest";
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// Aggregate positions and colors into a single buffer without interleaving.
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std::vector<uint8_t> vbo(sizeof(POSITIONS) + sizeof(COLORS));
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memcpy(vbo.data(), POSITIONS, sizeof(POSITIONS));
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memcpy(vbo.data() + sizeof(POSITIONS), COLORS, sizeof(COLORS));
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App app;
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auto setup = [&app, &vbo](Engine* engine, View* view, Scene* scene) {
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// Populate vertex buffer.
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app.vb = VertexBuffer::Builder().vertexCount(3).bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 8)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 24, 4)
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.normalized(VertexAttribute::COLOR).build(*engine);
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app.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(vbo.data(), vbo.size(), 0));
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// Populate index buffer.
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app.ib = IndexBuffer::Builder().indexCount(3).bufferType(IndexBuffer::IndexType::USHORT)
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.build(*engine);
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app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, 0));
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// Construct material.
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app.mat = Material::Builder()
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.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE).build(*engine);
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// Construct renderable.
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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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.build(*engine, app.renderable = utils::EntityManager::get().create());
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scene->addEntity(app.renderable);
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// Replace the FilamentApp camera with identity.
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app.camera = utils::EntityManager::get().create();
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view->setCamera(app.cam = engine->createCamera(app.camera));
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.renderable);
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engine->destroy(app.mat);
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engine->destroy(app.vb);
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engine->destroy(app.ib);
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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().run(config, setup, cleanup);
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return 0;
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}
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