Files
filament/samples/skinningtest.cpp
Sungun Park 4fe852e88a Ensure correct resource cleanup sequence to avoid crashes upon app closing (#8408)
The commit 1747ae8f5a enfoces a correct
order for releasing resource. Fix the order to avoid crashes.

Make some samples to use the DEPTH32F format for better compatibility.
Some manufacturers don't fully support DEPTH24 on Vulkan. E.g., AMD
Radeon PRO W6400
2025-02-03 21:23:53 +00:00

715 lines
30 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/BufferObject.h>
#include <filament/SkinningBuffer.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <utils/Path.h>
#include <getopt/getopt.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <cmath>
#include <iostream>
#include "generated/resources/resources.h"
using namespace filament;
using utils::Entity;
using utils::EntityManager;
using utils::Path;
using utils::FixedCapacityVector;
using namespace filament::math;
struct App {
VertexBuffer* vbs[10];
size_t vbCount = 0;
IndexBuffer *ib, *ib2;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderables[4];
SkinningBuffer *sb, *sb2;
MorphTargetBuffer *mt;
BufferObject* bos[10];
size_t boCount = 0;
size_t bonesPerVertex;
FixedCapacityVector<FixedCapacityVector<filament::math::float2>>
boneDataPerPrimitive,
boneDataPerPrimitiveMulti;
};
struct Vertex {
float2 position;
uint32_t color;
};
static const Vertex TRIANGLE_VERTICES_1[6] = {
{{ 1, 0}, 0xff00ff00u},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff330088u},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880033u},
{{-1, 0}, 0xff00ff00u},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff330088u},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880033u},
};
static const Vertex TRIANGLE_VERTICES_2[6] = {
{{ 1, 0}, 0xff0000ffu},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xfff055ffu},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff880088u},
{{-1, 0}, 0xff0000ffu},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xfff055ffu},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff880088u},
};
static const Vertex TRIANGLE_VERTICES_3[6] = {
{{ 1, 0}, 0xfff00f88u},
{{ cos(M_PI * 1 / 3), sin(M_PI * 1 / 3)}, 0xff00ffaau},
{{ cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu},
{{-1, 0}, 0xfff00f88u},
{{ cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff00ffaau},
{{ cos(M_PI * 5 / 3), sin(M_PI * 5 / 3)}, 0xff00ffffu},
};
static const float3 targets_pos[9] = {
{ -2, 0, 0},{ 0, 2, 0},{ 1, 0, 0},
{ 1, 1, 0},{ -1, 0, 0},{ -1, 0, 0},
{ 0, 0, 0},{ 0, 0, 0},{ 0, 0, 0}
};
static const short4 targets_tan[9] = {
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0},
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0},
{ 0, 0, 0, 0},{ 0, 0, 0, 0},{ 0, 0, 0, 0}};
static const uint16_t skinJoints[] = { 0, 1, 2, 5,
0, 2, 3, 5,
0, 3, 1, 5};
static const float skinWeights[] = { 0.5f, 0.0f, 0.0f, 0.5f,
0.5f, 0.0f, 0.f, 0.5f,
0.5f, 0.0f, 0.f, 0.5f,};
static float2 boneDataArray[48] = {}; //indices and weights for up to 3 vertices with 8 bones
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 },
TRIANGLE_INDICES_2[6] = { 0, 2, 4, 1, 3, 5 };
mat4f transforms[] = {math::mat4f(1),
mat4f::translation(float3(1, 0, 0)),
mat4f::translation(float3(1, 1, 0)),
mat4f::translation(float3(0, 1, 0)),
mat4f::translation(float3(-1, 1, 0)),
mat4f::translation(float3(-1, 0, 0)),
mat4f::translation(float3(-1, -1, 0)),
mat4f::translation(float3(0, -1, 0)),
mat4f::translation(float3(1, -1, 0))};
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 buffers.\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;
}
int main(int argc, char** argv) {
App app;
app.boneDataPerPrimitive = FixedCapacityVector<FixedCapacityVector<float2>>(3);
app.boneDataPerPrimitiveMulti = FixedCapacityVector<FixedCapacityVector<float2>>(6);
app.bonesPerVertex = 8;
Config config;
config.title = "skinning test with more than 4 bones per vertex";
handleCommandLineArgments(argc, argv, &config);
size_t boneCount = app.bonesPerVertex;
float weight = 1.f / boneCount;
FixedCapacityVector<float2> boneDataPerVertex(boneCount);
for (size_t idx = 0; idx < boneCount; idx++) {
boneDataPerVertex[idx] = float2(idx, weight);
boneDataArray[idx] = float2(idx, weight);
boneDataArray[idx + boneCount] = float2(idx, weight);
boneDataArray[idx + 2 * boneCount] = float2(idx, weight);
boneDataArray[idx + 3 * boneCount] = float2(idx, weight);
boneDataArray[idx + 4 * boneCount] = float2(idx, weight);
boneDataArray[idx + 5 * boneCount] = float2(idx, weight);
}
auto idx = 0;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
app.boneDataPerPrimitive[idx++] = boneDataPerVertex;
for (size_t vertex_idx = 0; vertex_idx < 6; vertex_idx++) {
boneCount = vertex_idx % app.bonesPerVertex + 1;
weight = 1.f / boneCount;
FixedCapacityVector<float2> boneDataPerVertex1(boneCount);
for (size_t idx = 0; idx < boneCount; idx++) {
boneDataPerVertex1[idx] = float2(idx, weight);
}
app.boneDataPerPrimitiveMulti[vertex_idx] = boneDataPerVertex1;
}
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(Vertex) == 12, "Strange vertex size.");
// primitives for renderable 0 -------------------------
// primitive 0/1, triangle without skinning
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.build(*engine);
app.vbs[app.vbCount]->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_1, 36,
nullptr));
app.vbCount++;
// primitive 0/2, triangle without skinning, buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_1 + 3, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.vbCount++;
app.boCount++;
// primitives for renderable 1 -------------------------
// primitive 1/1, triangle with skinning vertex attributes (only 4 bones),
// buffer object disabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 1,
VertexBuffer::AttributeType::USHORT4, 0, 8)
.attribute(VertexAttribute::BONE_WEIGHTS, 2,
VertexBuffer::AttributeType::FLOAT4, 0, 16)
.build(*engine);
app.vbs[app.vbCount]->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_2, 36,
nullptr));
app.vbs[app.vbCount]->setBufferAt(*engine, 1,
VertexBuffer::BufferDescriptor(skinJoints, 24, nullptr));
app.vbs[app.vbCount]->setBufferAt(*engine, 2,
VertexBuffer::BufferDescriptor(skinWeights, 48, nullptr));
app.vbCount++;
// primitive 1/2, triangle with skinning vertex attributes (only 4 bones),
// buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::BONE_INDICES, 1,
VertexBuffer::AttributeType::USHORT4, 0, 8)
.attribute(VertexAttribute::BONE_WEIGHTS, 2,
VertexBuffer::AttributeType::FLOAT4, 0, 16)
.enableBufferObjects()
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_2 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.bos[app.boCount] = BufferObject::Builder()
.size(24)
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
skinJoints, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 1,
app.bos[app.boCount]);
app.boCount++;
app.bos[app.boCount] = BufferObject::Builder()
.size(48)
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
skinWeights, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 2,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitives for renderable 2 -------------------------
// primitive 2/1, triangle with advanced skinning, buffer objects enabled
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3, app.bos[app.boCount]->getByteCount(), nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 2/2, triangle with advanced skinning, buffer objects enabled, for morph
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 1, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 2/3, triangle with advanced skinning, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitives for renderable 3 -------------------------
// primitive 3/1, two triangles with advanced skinning, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(6)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(6 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_1, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// primitive 3/2, triangle with advanced skinning and morph, buffer objects enabled,
app.vbs[app.vbCount] = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0,
VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.enableBufferObjects()
.advancedSkinning(true)
.build(*engine);
app.bos[app.boCount] = BufferObject::Builder()
.size(3 * sizeof(Vertex))
.build(*engine);
app.bos[app.boCount]->setBuffer(*engine, BufferObject::BufferDescriptor(
TRIANGLE_VERTICES_3 + 2, app.bos[app.boCount]->getByteCount(),
nullptr));
app.vbs[app.vbCount]->setBufferObjectAt(*engine, 0,
app.bos[app.boCount]);
app.boCount++;
app.vbCount++;
// Index buffer data
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES,
3 * sizeof(uint16_t),nullptr));
app.ib2 = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib2->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES_2,
6 * sizeof(uint16_t),nullptr));
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
// Skinning buffer for renderable 2
app.sb = SkinningBuffer::Builder()
.boneCount(9)
.initialize(true)
.build(*engine);
// Skinning buffer common for renderable 3
app.sb2 = SkinningBuffer::Builder()
.boneCount(9)
.initialize(true)
.build(*engine);
app.sb->setBones(*engine, transforms,9,0);
// Morph target definition to check combination bone skinning and blend shapes
app.mt = MorphTargetBuffer::Builder()
.vertexCount(9)
.count(3)
.build( *engine);
app.mt->setPositionsAt(*engine,0, targets_pos, 3, 0);
app.mt->setPositionsAt(*engine,1, targets_pos+3, 3, 0);
app.mt->setPositionsAt(*engine,2, targets_pos+6, 3, 0);
app.mt->setTangentsAt(*engine,0, targets_tan, 9, 0);
app.mt->setTangentsAt(*engine,1, targets_tan, 9, 0);
app.mt->setTangentsAt(*engine,2, targets_tan, 9, 0);
// renderable 0: no skinning
// primitive 0 = triangle, no skinning, no morph target
// primitive 1 = triangle, no skinning, morph target
// primitive 2 = triangle, no skinning, no morph target, buffer objects enabled
// primitive 3 = triangle, no skinning, morph target, buffer objects enabled
app.renderables[0] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[0], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[1], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.morphing(app.mt)
.morphing(0, 1, 0)
.morphing(0, 3, 0)
.build(*engine, app.renderables[0]);
// renderable 1: attribute bone data definitions skinning
// primitive 0 = triangle with skinning and with morphing, bone data defined as vertex attributes (buffer object)
// primitive 1 = trinagle with skinning, bone data defined as vertex attributes
// primitive 3 = triangle with skinning, bone data defined as vertex attributes (buffer object)
// primitive 2 = triangle with skinning and with morphing, bone data defined as vertex attributes
app.renderables[1] = EntityManager::get().create();
RenderableManager::Builder(4)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.material(3, app.mat->getDefaultInstance())
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.geometry(3, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[3], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.morphing(app.mt)
.morphing(0, 2, 0)
.morphing(0, 0, 0)
.build(*engine, app.renderables[1]);
// renderable 2: various ways of skinning definitions
// primitive 0 = skinned triangle, advanced bone data defined as array per primitive,
// primitive 1 = skinned triangle, advanced bone data defined as vector per primitive,
// primitive 2 = triangle with skinning and with morphing, advanced bone data
// defined as vector per primitive
app.renderables[2] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[4], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[5], app.ib, 0, 3)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[6], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(0, boneDataArray,
3 * app.bonesPerVertex, app.bonesPerVertex)
.boneIndicesAndWeights(1, app.boneDataPerPrimitive)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(app.mt)
.morphing(0, 2, 0)
.build(*engine, app.renderables[2]);
// renderable 3: combination attribute and advance bone data
// primitive 0 = triangle with skinning and morphing, bone data defined as vertex attributes
// primitive 1 = skinning of two triangles, advanced bone data defined as vector per primitive,
// various number of bones per vertex 1, 2, ... 6
// primitive 2 = triangle with skinning and morphing, advanced bone data defined
// as vector per primitive
app.renderables[3] = EntityManager::get().create();
RenderableManager::Builder(3)
.boundingBox({{ -1, -1, -1 },
{ 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(1, app.mat->getDefaultInstance())
.material(2, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[2], app.ib, 0, 3)
.geometry(1, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[7], app.ib2, 0, 6)
.geometry(2, RenderableManager::PrimitiveType::TRIANGLES,
app.vbs[8], app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.enableSkinningBuffers(true)
.skinning(app.sb, 9, 0)
.boneIndicesAndWeights(1, app.boneDataPerPrimitiveMulti)
.boneIndicesAndWeights(2, app.boneDataPerPrimitive)
.morphing(app.mt)
.morphing(0, 0, 0)
.morphing(0, 2, 0)
.build(*engine, app.renderables[3]);
scene->addEntity(app.renderables[0]);
scene->addEntity(app.renderables[1]);
scene->addEntity(app.renderables[2]);
scene->addEntity(app.renderables[3]);
app.camera = EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
for (auto i = 0; i < 4; i++) {
engine->destroy(app.renderables[i]);
}
for (auto i = 0; i < app.boCount; i++) {
engine->destroy(app.bos[i]);
}
for (auto i = 0; i < app.vbCount; i++) {
engine->destroy(app.vbs[i]);
}
engine->destroy(app.skybox);
engine->destroy(app.mat);
engine->destroy(app.ib);
engine->destroy(app.ib2);
engine->destroy(app.sb);
engine->destroy(app.sb2);
engine->destroy(app.mt);
engine->destroyCameraComponent(app.camera);
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 for more than four bones per vertex
float t = (float)(now - (int)now);
size_t offset = ((size_t)now) % 9;
float s = sin(t * f::PI * 2.f) * 10;
mat4f trans[9] = {};
for (size_t i = 0; i < 9; i++) {
trans[i] = filament::math::mat4f(1);
}
mat4f trans2[9] = {};
for (size_t i = 0; i < 9; i++) {
trans2[i] = filament::math::mat4f(1);
}
mat4f transA[] = {
mat4f::scaling(float3(s / 10.f,s / 10.f, 1.f)),
mat4f::translation(float3(s, 0, 0)),
mat4f::translation(float3(s, s, 0)),
mat4f::translation(float3(0, s, 0)),
mat4f::translation(float3(-s, s, 0)),
mat4f::translation(float3(-s, 0, 0)),
mat4f::translation(float3(-s, -s, 0)),
mat4f::translation(float3(0, -s, 0)),
mat4f::translation(float3(s, -s, 0)),
filament::math::mat4f(1)};
trans[offset] = transA[offset];
trans2[offset] = transA[(offset + 3) % 9];
app.sb->setBones(*engine,trans, 9, 0);
app.sb2->setBones(*engine,trans2, 9, 0);
// Morph targets (blendshapes) animation
float z = (float)(sin(now)/2.f + 0.5f);
float weights[] = { 1 - z, 0, z};
rm.setMorphWeights(rm.getInstance(app.renderables[0]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[1]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[2]), weights, 3, 0);
rm.setMorphWeights(rm.getInstance(app.renderables[3]), weights, 3, 0);
});
FilamentApp::get().run(config, setup, cleanup);
return 0;
}