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