/* * 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 "common/arguments.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "generated/resources/resources.h" using namespace filament; using utils::Entity; using utils::EntityManager; struct App { VertexBuffer* vb; IndexBuffer* ib; Material* mat; Camera* cam; Entity camera; Skybox* skybox; Entity whiteTriangle; Entity colorTriangle; MaterialInstance::DepthFunc depthFunc; }; struct Vertex { filament::math::float2 position; uint32_t color; }; static const Vertex TRIANGLE_VERTICES[3] = { {{1, 0}, 0xffff0000u}, {{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u}, {{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu}, }; static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 }; int main(int argc, char** argv) { Config config; config.title = "depthtesting"; config.backend = samples::parseArgumentsForBackend(argc, argv); 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); app.camera = utils::EntityManager::get().create(); app.cam = engine->createCamera(app.camera); view->setCamera(app.cam); view->setPostProcessingEnabled(false); app.vb = 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.vb->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr)); app.ib = IndexBuffer::Builder() .indexCount(3) .bufferType(IndexBuffer::IndexType::USHORT) .build(*engine); app.ib->setBuffer(*engine, IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr)); // Create the white triangle with default material. app.whiteTriangle = EntityManager::get().create(); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .build(*engine, app.whiteTriangle); scene->addEntity(app.whiteTriangle); // Create the color triangle with custom material. app.colorTriangle = EntityManager::get().create(); app.mat = Material::Builder() .package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE) .build(*engine); RenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, app.mat->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3) .culling(false) .receiveShadows(false) .castShadows(false) .priority(5) // draw after whiteTriangle. .build(*engine, app.colorTriangle); scene->addEntity(app.colorTriangle); app.depthFunc = MaterialInstance::DepthFunc::GE; }; auto cleanup = [&app](Engine* engine, View*, Scene*) { engine->destroy(app.skybox); engine->destroy(app.whiteTriangle); engine->destroy(app.colorTriangle); engine->destroy(app.mat); engine->destroy(app.vb); engine->destroy(app.ib); engine->destroyCameraComponent(app.camera); utils::EntityManager::get().destroy(app.camera); }; auto gui = [&app](Engine* engine, View* view) { int depthFuncSelection = (int) app.depthFunc; ImGui::Combo("Depth Function", &depthFuncSelection, "Less or equal\0Greater or equal\0Strictly less than\0" "Strictly greater than\0Equal\0Not equal\0Always\0Never\0\0"); if (depthFuncSelection != (int) app.depthFunc) { app.depthFunc = (MaterialInstance::DepthFunc) depthFuncSelection; app.mat->getDefaultInstance()->setDepthFunc(app.depthFunc); } }; 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, -5, 5); auto& tcm = engine->getTransformManager(); tcm.setTransform(tcm.getInstance(app.colorTriangle), filament::math::mat4f::rotation(now, filament::math::float3{ 0, 1, 0 })); }); FilamentApp::get().run(config, setup, cleanup, gui); return 0; }