Files
filament/samples/helloskinning.cpp
Mathias Agopian 95134883d6 add the -a option to skinning and morphing samples (#7815)
* add the `-a` option to skinning and morphing samples

* Update samples/skinningtest.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer_morebones.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/hellomorphing.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2024-05-01 15:24:01 -07:00

238 lines
8.8 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 <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/SkinningBuffer.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <utils/Path.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <cmath>
#include <iostream>
#include <getopt/getopt.h>
#include "generated/resources/resources.h"
using namespace filament;
using utils::Entity;
using utils::EntityManager;
using utils::Path;
using namespace filament::math;
struct App {
VertexBuffer* vb;
VertexBuffer* vb2;
IndexBuffer* ib;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderable;
};
struct VertexWithBones {
float2 position;
uint32_t color;
filament::math::ushort4 joints;
filament::math::float4 weighs;
};
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.\n"
"Usage:\n"
" SAMPLE [options]\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
" --api, -a\n"
" Specify the backend API: opengl (default), vulkan, or metal\n\n"
);
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);
}
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':
if (arg == "opengl") {
config->backend = Engine::Backend::OPENGL;
} else if (arg == "vulkan") {
config->backend = Engine::Backend::VULKAN;
} else if (arg == "metal") {
config->backend = Engine::Backend::METAL;
} else {
std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'."
<< std::endl;
}
break;
}
}
return optind;
}
static const VertexWithBones TRIANGLE_VERTICES_WITHBONES[6] = {
{{1, 0}, 0xffff0000u, {0,1,0,0}, {1.0f,0.f,0.f,0.f}},
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u, {0,1,0,0}, {0.f,1.f,0.f,0.f}},
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu,{0,1,0,0}, {0.5f,0.5f,0.f,0.f}},
{{1, -1}, 0xffffff00u, {0,2,0,0}, {0.0f,1.f,0.f,0.f}},
{{-cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu, {0,1,0,0}, {0.f,1.f,0.f,0.f}},
{{-cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xffff00ffu,{0,1,0,0}, {0.f,0.f,0.5f,0.5f}},
};
static constexpr uint16_t TRIANGLE_INDICES[6] = { 0, 1, 2, 3};
mat4f transforms[] = {mat4f(1),
mat4f::translation(float3(1, 0, 0)),
mat4f::translation(float3(1, 1, 0)),
mat4f::translation(float3(0, 1, 0))};
int main(int argc, char** argv) {
Config config;
config.title = "hello skinning";
handleCommandLineArgments(argc, argv, &config);
App app;
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(VertexWithBones) == 36, "Strange vertex size.");
app.vb = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36)
.attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36)
.build(*engine);
app.vb2 = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36)
.attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36)
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES, 154, nullptr));
app.vb2->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES + 3, 108, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(4)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 8, nullptr));
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
RenderableManager::Builder(2)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLE_STRIP, app.vb, app.ib, 0, 4)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.skinning(4, transforms)
.enableSkinningBuffers(false)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
app.camera = utils::EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.skybox);
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
engine->destroy(app.vb2);
engine->destroy(app.ib);
engine->destroyCameraComponent(app.camera);
utils::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
float tr = (float)(sin(now));
mat4f trans[] = {filament::math::mat4f::translation(filament::math::float3{tr, 0, 0}),
filament::math::mat4f::translation(filament::math::float3{-1, tr, 0}),
filament::math::mat4f(1.f)};
rm.setBones(rm.getInstance(app.renderable), trans, 3, 0);
});
FilamentApp::get().run(config, setup, cleanup);
return 0;
}