temporarily disable UnprojectTexture
This commit is contained in:
@@ -3,13 +3,16 @@
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#include <stddef.h>
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#include <filament/Engine.h>
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#include <filament/Frustum.h>
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#include <filament/VertexBuffer.h>
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#include <filament/IndexBuffer.h>
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#include <filament/TransformManager.h>
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#include <filament/Texture.h>
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#include <filament/RenderableManager.h>
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#include <filament/Viewport.h>
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#include <filament/Frustum.h>
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#include <utils/Entity.h>
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#include <utils/EntityManager.h>
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namespace thermion
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{
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@@ -32,9 +35,13 @@ public:
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Engine* engine);
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~CustomGeometry();
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VertexBuffer* vertexBuffer() const;
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IndexBuffer* indexBuffer() const;
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Box getBoundingBox() const;
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utils::Entity createInstance(MaterialInstance *materialInstance);
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private:
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Engine* _engine;
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VertexBuffer* vertexBuffer;
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IndexBuffer* indexBuffer;
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float* vertices = nullptr;
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float* normals = nullptr;
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@@ -45,11 +52,6 @@ public:
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Box boundingBox;
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RenderableManager::PrimitiveType primitiveType;
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private:
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Engine* _engine;
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bool _vertexBufferFreed = false;
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bool _indexBufferFreed = false;
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void computeBoundingBox();
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};
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@@ -230,7 +230,12 @@ namespace thermion
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/// @param out a pointer large enough to store four floats (the min/max coordinates of the bounding box)
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/// @return
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///
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Aabb2 getBoundingBox(View* view, EntityId entity);
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Aabb2 getScreenSpaceBoundingBox(View* view, EntityId entity);
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/// @brief returns the 3D bounding box of the renderable instance for the given entity.
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/// @return the bounding box
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///
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Aabb3 getRenderableBoundingBox(EntityId entity);
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///
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/// Creates an entity with the specified geometry/material/normals and adds to the scene.
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@@ -256,11 +261,15 @@ namespace thermion
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return _unlitMaterialProvider;
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}
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bool isGeometryInstance(EntityId entity) {
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return std::find(_geometryInstances.begin(), _geometryInstances.end(), entity) != _geometryInstances.end();
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}
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bool isGeometryEntity(EntityId entity) {
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return _geometry.find(entity) != _geometry.end();
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}
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const CustomGeometry* const getGeometry(EntityId entityId) {
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CustomGeometry* const getGeometry(EntityId entityId) {
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return _geometry[entityId].get();
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}
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@@ -336,6 +345,7 @@ namespace thermion
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_instances;
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tsl::robin_map<EntityId, gltfio::FilamentAsset *> _assets;
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tsl::robin_map<EntityId, unique_ptr<CustomGeometry>> _geometry;
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std::vector<EntityId> _geometryInstances;
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tsl::robin_map<EntityId, unique_ptr<HighlightOverlay>> _highlighted;
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tsl::robin_map<EntityId, math::mat4> _transformUpdates;
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std::set<Texture*> _textures;
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@@ -1,4 +1,7 @@
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#include "math.h"
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#include <vector>
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#include <filament/Engine.h>
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#include <filament/Frustum.h>
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#include <filament/RenderableManager.h>
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@@ -6,207 +9,232 @@
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#include <filament/TransformManager.h>
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#include <filament/Viewport.h>
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#include <filament/geometry/SurfaceOrientation.h>
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#include <vector>
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#include "CustomGeometry.hpp"
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#include "Log.hpp"
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namespace thermion
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{
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namespace thermion {
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using namespace filament;
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using namespace filament;
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CustomGeometry::CustomGeometry(float *vertices, uint32_t numVertices,
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float *normals, uint32_t numNormals, float *uvs,
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uint32_t numUvs, uint16_t *indices,
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uint32_t numIndices,
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RenderableManager::PrimitiveType primitiveType,
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Engine *engine)
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: numVertices(numVertices), numIndices(numIndices), _engine(engine)
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{
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CustomGeometry::CustomGeometry(float *vertices, uint32_t numVertices,
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float *normals, uint32_t numNormals, float *uvs,
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uint32_t numUvs, uint16_t *indices,
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uint32_t numIndices,
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RenderableManager::PrimitiveType primitiveType,
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Engine *engine)
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: numVertices(numVertices), numIndices(numIndices), _engine(engine) {
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this->primitiveType = primitiveType;
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this->vertices = new float[numVertices];
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std::memcpy(this->vertices, vertices, numVertices * sizeof(float));
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this->primitiveType = primitiveType;
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this->vertices = new float[numVertices];
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if (numNormals > 0) {
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this->normals = new float[numNormals];
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std::memcpy(this->normals, normals, numNormals * sizeof(float));
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}
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std::memcpy(this->vertices, vertices, numVertices * sizeof(float));
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if (numUvs > 0) {
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this->uvs = new float[numUvs];
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std::memcpy(this->uvs, uvs, numUvs * sizeof(float));
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} else {
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this->uvs = nullptr;
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}
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this->indices = new uint16_t[numIndices];
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std::memcpy(this->indices, indices, numIndices * sizeof(uint16_t));
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computeBoundingBox();
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}
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IndexBuffer *CustomGeometry::indexBuffer() const {
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IndexBuffer::BufferDescriptor::Callback indexCallback = [](void *buf, size_t,
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void *data) {
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// free((void *)buf);
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};
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auto indexBuffer = IndexBuffer::Builder()
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.indexCount(numIndices)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*_engine);
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indexBuffer->setBuffer(*_engine,
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IndexBuffer::BufferDescriptor(
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this->indices,
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indexBuffer->getIndexCount() * sizeof(uint16_t),
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indexCallback));
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return indexBuffer;
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}
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VertexBuffer *CustomGeometry::vertexBuffer() const {
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VertexBuffer::BufferDescriptor::Callback vertexCallback =
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[](void *buf, size_t, void *data) {
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// free((void *)buf);
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};
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// Use provided UVs or create dummy UV data
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std::vector<filament::math::float2> *uvData;
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if (this->uvs != nullptr) {
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uvData = new std::vector<filament::math::float2>(
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(filament::math::float2 *)this->uvs,
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(filament::math::float2 *)(this->uvs + numVertices * 2));
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} else {
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uvData = new std::vector<filament::math::float2>(
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numVertices, filament::math::float2{0.0f, 0.0f});
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}
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// Create dummy vertex color data (white color for all vertices)
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auto dummyColors = new std::vector<filament::math::float4>(
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numVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
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auto vertexBufferBuilder =
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VertexBuffer::Builder()
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.vertexCount(numVertices)
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.attribute(VertexAttribute::POSITION, 0,
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VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::UV0, 1,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::UV1, 2,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::COLOR, 3,
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VertexBuffer::AttributeType::FLOAT4);
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if (this->normals) {
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vertexBufferBuilder.bufferCount(5).attribute(
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VertexAttribute::TANGENTS, 4,
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filament::VertexBuffer::AttributeType::FLOAT4);
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} else {
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vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
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}
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auto vertexBuffer = vertexBufferBuilder.build(*_engine);
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vertexBuffer->setBufferAt(
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*_engine, 0,
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VertexBuffer::BufferDescriptor(
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this->vertices, vertexBuffer->getVertexCount() * sizeof(math::float3),
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vertexCallback));
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// Set UV0 buffer
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vertexBuffer->setBufferAt(
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*_engine, 1,
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VertexBuffer::BufferDescriptor(
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uvData->data(), uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data) {
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delete static_cast<std::vector<math::float2> *>(data);
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},
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uvData));
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// Set UV1 buffer (reusing UV0 data)
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vertexBuffer->setBufferAt(*_engine, 2,
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VertexBuffer::BufferDescriptor(
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uvData->data(),
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uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data) {
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// Do nothing here, as we're reusing the same
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// data as UV0
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},
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nullptr));
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// Set vertex color buffer
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vertexBuffer->setBufferAt(
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*_engine, 3,
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VertexBuffer::BufferDescriptor(
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dummyColors->data(), dummyColors->size() * sizeof(math::float4),
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[](void *buf, size_t, void *data) {
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delete static_cast<std::vector<math::float4> *>(data);
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},
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dummyColors));
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if (this->normals) {
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assert(this->primitiveType == RenderableManager::PrimitiveType::TRIANGLES);
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std::vector<filament::math::ushort3> triangles;
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for (int i = 0; i < numIndices; i += 3) {
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filament::math::ushort3 triangle;
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triangle.x = this->indices[i];
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triangle.y = this->indices[i + 1];
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triangle.z = this->indices[i + 2];
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triangles.push_back(triangle);
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if (numNormals > 0)
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{
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this->normals = new float[numNormals];
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std::memcpy(this->normals, normals, numNormals * sizeof(float));
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}
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// Create a SurfaceOrientation builder
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geometry::SurfaceOrientation::Builder builder;
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builder.vertexCount(numVertices)
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.normals((filament::math::float3 *)normals)
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.positions((filament::math::float3 *)this->vertices)
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.triangleCount(triangles.size())
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.triangles(triangles.data());
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if (numUvs > 0)
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{
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this->uvs = new float[numUvs];
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std::memcpy(this->uvs, uvs, numUvs * sizeof(float));
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}
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else
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{
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this->uvs = nullptr;
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}
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// Build the SurfaceOrientation object
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auto orientation = builder.build();
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this->indices = new uint16_t[numIndices];
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// Retrieve the quaternions
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auto quats = new std::vector<filament::math::quatf>(numVertices);
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orientation->getQuats(quats->data(), numVertices);
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std::memcpy(this->indices, indices, numIndices * sizeof(uint16_t));
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vertexBuffer->setBufferAt(*_engine, 4,
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computeBoundingBox();
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indexBuffer = IndexBuffer::Builder()
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.indexCount(numIndices)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*_engine);
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indexBuffer->setBuffer(*_engine,
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IndexBuffer::BufferDescriptor(
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this->indices,
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indexBuffer->getIndexCount() * sizeof(uint16_t),
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[](void *buf, size_t,
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void *data)
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{
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free((void *)buf);
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}));
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std::vector<filament::math::float2> *uvData;
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if (this->uvs != nullptr)
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{
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uvData = new std::vector<filament::math::float2>(
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(filament::math::float2 *)this->uvs,
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(filament::math::float2 *)(this->uvs + numVertices * 2));
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}
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else
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{
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uvData = new std::vector<filament::math::float2>(
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numVertices, filament::math::float2{0.0f, 0.0f});
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}
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// Create dummy vertex color data (white color for all vertices)
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auto dummyColors = new std::vector<filament::math::float4>(
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numVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
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auto vertexBufferBuilder =
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VertexBuffer::Builder()
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.vertexCount(numVertices)
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.attribute(VertexAttribute::POSITION, 0,
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VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::UV0, 1,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::UV1, 2,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::COLOR, 3,
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VertexBuffer::AttributeType::FLOAT4);
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if (this->normals)
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{
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vertexBufferBuilder.bufferCount(5).attribute(
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VertexAttribute::TANGENTS, 4,
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filament::VertexBuffer::AttributeType::FLOAT4);
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}
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else
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{
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vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
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}
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vertexBuffer = vertexBufferBuilder.build(*_engine);
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vertexBuffer->setBufferAt(
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*_engine, 0,
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VertexBuffer::BufferDescriptor(
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this->vertices, numVertices * sizeof(math::float3),
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[](void *buf, size_t, void *data)
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{
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free((void *)buf);
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}));
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// Set UV0 buffer
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vertexBuffer->setBufferAt(
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*_engine, 1,
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VertexBuffer::BufferDescriptor(
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uvData->data(), uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data)
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{
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delete static_cast<std::vector<math::float2> *>(data);
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},
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uvData));
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// Set UV1 buffer (reusing UV0 data)
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vertexBuffer->setBufferAt(*_engine, 2,
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VertexBuffer::BufferDescriptor(
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quats->data(),
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quats->size() * sizeof(math::quatf),
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[](void *buf, size_t, void *data) {
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delete (std::vector<math::quatf> *)data;
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uvData->data(),
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uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data)
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{
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// Do nothing here, as we're reusing the same
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// data as UV0
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},
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(void *)quats));
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}
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return vertexBuffer;
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}
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nullptr));
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CustomGeometry::~CustomGeometry() {
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delete[] vertices;
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delete[] indices;
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if (normals)
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delete[] normals;
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if (uvs)
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delete[] uvs;
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}
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// Set vertex color buffer
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vertexBuffer->setBufferAt(
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*_engine, 3,
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VertexBuffer::BufferDescriptor(
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dummyColors->data(), dummyColors->size() * sizeof(math::float4),
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[](void *buf, size_t, void *data)
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{
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delete static_cast<std::vector<math::float4> *>(data);
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},
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dummyColors));
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void CustomGeometry::computeBoundingBox() {
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float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
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float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
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if (this->normals)
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{
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for (uint32_t i = 0; i < numVertices; i += 3) {
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minX = std::min(vertices[i], minX);
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minY = std::min(vertices[i + 1], minY);
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minZ = std::min(vertices[i + 2], minZ);
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maxX = std::max(vertices[i], maxX);
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maxY = std::max(vertices[i + 1], maxY);
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maxZ = std::max(vertices[i + 2], maxZ);
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assert(this->primitiveType == RenderableManager::PrimitiveType::TRIANGLES);
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std::vector<filament::math::ushort3> triangles;
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for (int i = 0; i < numIndices; i += 3)
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{
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filament::math::ushort3 triangle;
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triangle.x = this->indices[i];
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triangle.y = this->indices[i + 1];
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triangle.z = this->indices[i + 2];
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triangles.push_back(triangle);
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}
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// Create a SurfaceOrientation builder
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geometry::SurfaceOrientation::Builder builder;
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builder.vertexCount(numVertices)
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.normals((filament::math::float3 *)normals)
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.positions((filament::math::float3 *)this->vertices)
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.triangleCount(triangles.size())
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.triangles(triangles.data());
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// Build the SurfaceOrientation object
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auto orientation = builder.build();
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// Retrieve the quaternions
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auto quats = new std::vector<filament::math::quatf>(numVertices);
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orientation->getQuats(quats->data(), numVertices);
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vertexBuffer->setBufferAt(*_engine, 4,
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VertexBuffer::BufferDescriptor(
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quats->data(),
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quats->size() * sizeof(math::quatf),
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[](void *buf, size_t, void *data)
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{
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delete (std::vector<math::quatf> *)data;
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},
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(void *)quats));
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}
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}
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boundingBox = Box{{minX, minY, minZ}, {maxX, maxY, maxZ}};
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}
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utils::Entity CustomGeometry::createInstance(MaterialInstance *materialInstance) {
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auto entity = utils::EntityManager::get().create();
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RenderableManager::Builder builder(1);
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Box CustomGeometry::getBoundingBox() const { return boundingBox; }
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builder.boundingBox(boundingBox)
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.geometry(0, primitiveType, vertexBuffer, indexBuffer, 0, numIndices)
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.culling(true)
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.receiveShadows(true)
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.castShadows(true);
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builder.material(0, materialInstance);
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builder.build(*_engine, entity);
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return entity;
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}
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CustomGeometry::~CustomGeometry()
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{
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Log("GEOMETRY DESTRUCTOR");
|
||||
_engine->destroy(vertexBuffer);
|
||||
_engine->destroy(indexBuffer);
|
||||
}
|
||||
|
||||
void CustomGeometry::computeBoundingBox()
|
||||
{
|
||||
float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
|
||||
float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
|
||||
|
||||
for (uint32_t i = 0; i < numVertices; i += 3)
|
||||
{
|
||||
minX = std::min(vertices[i], minX);
|
||||
minY = std::min(vertices[i + 1], minY);
|
||||
minZ = std::min(vertices[i + 2], minZ);
|
||||
maxX = std::max(vertices[i], maxX);
|
||||
maxY = std::max(vertices[i + 1], maxY);
|
||||
maxZ = std::max(vertices[i + 2], maxZ);
|
||||
}
|
||||
|
||||
boundingBox = Box{{minX, minY, minZ}, {maxX, maxY, maxZ}};
|
||||
}
|
||||
|
||||
} // namespace thermion
|
||||
@@ -1206,11 +1206,11 @@ namespace thermion
|
||||
void FilamentViewer::unprojectTexture(EntityId entityId, uint8_t *input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight)
|
||||
{
|
||||
const auto *geometry = _sceneManager->getGeometry(entityId);
|
||||
if (!geometry->uvs)
|
||||
{
|
||||
Log("No UVS");
|
||||
return;
|
||||
}
|
||||
// if (!geometry->uvs)
|
||||
// {
|
||||
// Log("No UVS");
|
||||
// return;
|
||||
// }
|
||||
|
||||
// UnprojectTexture unproject(geometry, _view->getCamera(), _engine);
|
||||
|
||||
|
||||
@@ -55,8 +55,6 @@ namespace thermion
|
||||
if (_isGeometryEntity)
|
||||
{
|
||||
|
||||
Log("Entity %d is geometry", entityId);
|
||||
|
||||
auto geometryEntity = Entity::import(entityId);
|
||||
auto renderable = rm.getInstance(geometryEntity);
|
||||
|
||||
@@ -74,17 +72,7 @@ namespace thermion
|
||||
|
||||
auto geometry = sceneManager->getGeometry(entityId);
|
||||
|
||||
_entity = utils::EntityManager::get().create();
|
||||
RenderableManager::Builder builder(1);
|
||||
builder.boundingBox(geometry->getBoundingBox())
|
||||
.geometry(0, geometry->primitiveType, geometry->vertexBuffer(), geometry->indexBuffer(), 0, geometry->numIndices)
|
||||
.culling(true)
|
||||
.material(0, _highlightMaterialInstance)
|
||||
.priority(0)
|
||||
.receiveShadows(false)
|
||||
.castShadows(false);
|
||||
|
||||
builder.build(*engine, _entity);
|
||||
_entity = geometry->createInstance(materialInstance);
|
||||
|
||||
scene->addEntity(_entity);
|
||||
auto outlineTransformInstance = tm.getInstance(_entity);
|
||||
|
||||
@@ -412,6 +412,15 @@ namespace thermion
|
||||
{
|
||||
std::lock_guard lock(_mutex);
|
||||
|
||||
if(isGeometryEntity(entityId)) {
|
||||
auto geometry = getGeometry(entityId);
|
||||
auto materialInstance = createUnlitMaterialInstance();
|
||||
auto instanceEntity = geometry->createInstance(materialInstance);
|
||||
_scene->addEntity(instanceEntity);
|
||||
|
||||
return Entity::smuggle(instanceEntity);
|
||||
}
|
||||
|
||||
const auto &pos = _assets.find(entityId);
|
||||
if (pos == _assets.end())
|
||||
{
|
||||
@@ -696,9 +705,19 @@ namespace thermion
|
||||
|
||||
if (isGeometryEntity(entityId))
|
||||
{
|
||||
return;
|
||||
} else if(isGeometryInstance(entityId)) {
|
||||
// destroy renderable
|
||||
auto & rm = _engine->getRenderableManager();
|
||||
auto & em = _engine->getEntityManager();
|
||||
auto instanceEntity = utils::Entity::import(entityId);
|
||||
auto it = std::find(_geometryInstances.begin(), _geometryInstances.end(), entityId);
|
||||
_geometryInstances.erase(it);
|
||||
rm.destroy(instanceEntity);
|
||||
em.destroy(instanceEntity);
|
||||
_engine->destroy(instanceEntity);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
const auto *instance = getInstanceByEntityId(entityId);
|
||||
|
||||
if (instance)
|
||||
@@ -2203,7 +2222,17 @@ namespace thermion
|
||||
rm.setPriority(renderableInstance, priority);
|
||||
}
|
||||
|
||||
Aabb2 SceneManager::getBoundingBox(View *view, EntityId entityId)
|
||||
Aabb3 SceneManager::getRenderableBoundingBox(EntityId entityId) {
|
||||
auto& rm = _engine->getRenderableManager();
|
||||
auto instance = rm.getInstance(Entity::import(entityId));
|
||||
if(!instance.isValid()) {
|
||||
return Aabb3 {};
|
||||
}
|
||||
auto box = rm.getAxisAlignedBoundingBox(instance);
|
||||
return Aabb3 { box.center.x, box.center.y, box.center.z, box.halfExtent.x, box.halfExtent.y, box.halfExtent.z };
|
||||
}
|
||||
|
||||
Aabb2 SceneManager::getScreenSpaceBoundingBox(View *view, EntityId entityId)
|
||||
{
|
||||
const auto &camera = view->getCamera();
|
||||
const auto &viewport = view->getViewport();
|
||||
@@ -2316,16 +2345,7 @@ namespace thermion
|
||||
bool keepData)
|
||||
{
|
||||
auto geometry = std::make_unique<CustomGeometry>(vertices, numVertices, normals, numNormals, uvs, numUvs, indices, numIndices, primitiveType, _engine);
|
||||
|
||||
auto entity = utils::EntityManager::get().create();
|
||||
RenderableManager::Builder builder(1);
|
||||
|
||||
builder.boundingBox(geometry->getBoundingBox())
|
||||
.geometry(0, primitiveType, geometry->vertexBuffer(), geometry->indexBuffer(), 0, numIndices)
|
||||
.culling(true)
|
||||
.receiveShadows(true)
|
||||
.castShadows(true);
|
||||
|
||||
|
||||
filament::Material *mat = nullptr;
|
||||
|
||||
if (!materialInstance)
|
||||
@@ -2399,16 +2419,14 @@ namespace thermion
|
||||
}
|
||||
}
|
||||
|
||||
builder.material(0, materialInstance);
|
||||
builder.build(*_engine, entity);
|
||||
auto instanceEntity = geometry->createInstance(materialInstance);
|
||||
auto instanceEntityId = Entity::smuggle(instanceEntity);
|
||||
_scene->addEntity(instanceEntity);
|
||||
_geometryInstances.push_back(instanceEntityId);
|
||||
|
||||
_scene->addEntity(entity);
|
||||
_geometry.emplace(instanceEntityId, std::move(geometry));
|
||||
|
||||
auto entityId = Entity::smuggle(entity);
|
||||
|
||||
_geometry.emplace(entityId, std::move(geometry));
|
||||
|
||||
return entityId;
|
||||
return instanceEntityId;
|
||||
}
|
||||
|
||||
MaterialInstance *SceneManager::getMaterialInstanceAt(EntityId entityId, int materialIndex)
|
||||
|
||||
@@ -57,154 +57,154 @@ namespace thermion
|
||||
uint32_t outputWidth, uint32_t outputHeight)
|
||||
{
|
||||
|
||||
auto &rm = _engine->getRenderableManager();
|
||||
// auto &rm = _engine->getRenderableManager();
|
||||
|
||||
auto &tm = _engine->getTransformManager();
|
||||
// auto &tm = _engine->getTransformManager();
|
||||
|
||||
math::mat4 invViewProj = Camera::inverseProjection(_camera.getProjectionMatrix()) * _camera.getModelMatrix();
|
||||
// math::mat4 invViewProj = Camera::inverseProjection(_camera.getProjectionMatrix()) * _camera.getModelMatrix();
|
||||
|
||||
auto ti = tm.getInstance(entity);
|
||||
math::mat4f worldTransform = tm.getWorldTransform(ti);
|
||||
auto inverseWorldTransform = inverse(worldTransform);
|
||||
// auto ti = tm.getInstance(entity);
|
||||
// math::mat4f worldTransform = tm.getWorldTransform(ti);
|
||||
// auto inverseWorldTransform = inverse(worldTransform);
|
||||
|
||||
const float *vertices = _geometry->vertices;
|
||||
const float *uvs = _geometry->uvs;
|
||||
const uint16_t *indices = _geometry->indices;
|
||||
uint32_t numIndices = _geometry->numIndices;
|
||||
// const float *vertices = _geometry->vertices;
|
||||
// const float *uvs = _geometry->uvs;
|
||||
// const uint16_t *indices = _geometry->indices;
|
||||
// uint32_t numIndices = _geometry->numIndices;
|
||||
|
||||
// Create a depth buffer
|
||||
std::vector<float> depthBuffer(inputWidth * inputHeight, std::numeric_limits<float>::infinity());
|
||||
// // Create a depth buffer
|
||||
// std::vector<float> depthBuffer(inputWidth * inputHeight, std::numeric_limits<float>::infinity());
|
||||
|
||||
// Create a buffer to store the triangle index for each pixel
|
||||
std::vector<int> triangleIndexBuffer(inputWidth * inputHeight, -1);
|
||||
// // Create a buffer to store the triangle index for each pixel
|
||||
// std::vector<int> triangleIndexBuffer(inputWidth * inputHeight, -1);
|
||||
|
||||
auto max = 0.0f;
|
||||
auto min = 99.0f;
|
||||
// auto max = 0.0f;
|
||||
// auto min = 99.0f;
|
||||
|
||||
// Depth pre-pass
|
||||
for (size_t i = 0; i < numIndices; i += 3)
|
||||
{
|
||||
math::float3 v0(vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]);
|
||||
math::float3 v1(vertices[indices[i + 1] * 3], vertices[indices[i + 1] * 3 + 1], vertices[indices[i + 1] * 3 + 2]);
|
||||
math::float3 v2(vertices[indices[i + 2] * 3], vertices[indices[i + 2] * 3 + 1], vertices[indices[i + 2] * 3 + 2]);
|
||||
// // Depth pre-pass
|
||||
// for (size_t i = 0; i < numIndices; i += 3)
|
||||
// {
|
||||
// math::float3 v0(vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]);
|
||||
// math::float3 v1(vertices[indices[i + 1] * 3], vertices[indices[i + 1] * 3 + 1], vertices[indices[i + 1] * 3 + 2]);
|
||||
// math::float3 v2(vertices[indices[i + 2] * 3], vertices[indices[i + 2] * 3 + 1], vertices[indices[i + 2] * 3 + 2]);
|
||||
|
||||
math::float2 uv0(uvs[(indices[i] * 2)], uvs[(indices[i] * 2) + 1]);
|
||||
math::float2 uv1(uvs[(indices[i + 1] * 2)], uvs[(indices[i + 1] * 2) + 1]);
|
||||
math::float2 uv2(uvs[(indices[i + 2] * 2)], uvs[(indices[i + 2] * 2) + 1]);
|
||||
// math::float2 uv0(uvs[(indices[i] * 2)], uvs[(indices[i] * 2) + 1]);
|
||||
// math::float2 uv1(uvs[(indices[i + 1] * 2)], uvs[(indices[i + 1] * 2) + 1]);
|
||||
// math::float2 uv2(uvs[(indices[i + 2] * 2)], uvs[(indices[i + 2] * 2) + 1]);
|
||||
|
||||
// Transform vertices to world space
|
||||
v0 = (worldTransform * math::float4(v0, 1.0f)).xyz;
|
||||
v1 = (worldTransform * math::float4(v1, 1.0f)).xyz;
|
||||
v2 = (worldTransform * math::float4(v2, 1.0f)).xyz;
|
||||
// // Transform vertices to world space
|
||||
// v0 = (worldTransform * math::float4(v0, 1.0f)).xyz;
|
||||
// v1 = (worldTransform * math::float4(v1, 1.0f)).xyz;
|
||||
// v2 = (worldTransform * math::float4(v2, 1.0f)).xyz;
|
||||
|
||||
// Project vertices to screen space
|
||||
math::float4 clipPos0 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v0, 1.0f);
|
||||
math::float4 clipPos1 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v1, 1.0f);
|
||||
math::float4 clipPos2 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v2, 1.0f);
|
||||
// // Project vertices to screen space
|
||||
// math::float4 clipPos0 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v0, 1.0f);
|
||||
// math::float4 clipPos1 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v1, 1.0f);
|
||||
// math::float4 clipPos2 = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(v2, 1.0f);
|
||||
|
||||
math::float3 ndcPos0 = clipPos0.xyz / clipPos0.w;
|
||||
math::float3 ndcPos1 = clipPos1.xyz / clipPos1.w;
|
||||
math::float3 ndcPos2 = clipPos2.xyz / clipPos2.w;
|
||||
// math::float3 ndcPos0 = clipPos0.xyz / clipPos0.w;
|
||||
// math::float3 ndcPos1 = clipPos1.xyz / clipPos1.w;
|
||||
// math::float3 ndcPos2 = clipPos2.xyz / clipPos2.w;
|
||||
|
||||
// Convert NDC to screen coordinates
|
||||
math::float2 screenPos0((ndcPos0.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos0.y * 0.5f + 0.5f)) * inputHeight);
|
||||
math::float2 screenPos1((ndcPos1.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos1.y * 0.5f + 0.5f)) * inputHeight);
|
||||
math::float2 screenPos2((ndcPos2.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos2.y * 0.5f + 0.5f)) * inputHeight);
|
||||
// // Convert NDC to screen coordinates
|
||||
// math::float2 screenPos0((ndcPos0.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos0.y * 0.5f + 0.5f)) * inputHeight);
|
||||
// math::float2 screenPos1((ndcPos1.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos1.y * 0.5f + 0.5f)) * inputHeight);
|
||||
// math::float2 screenPos2((ndcPos2.x * 0.5f + 0.5f) * inputWidth, (1.0f - (ndcPos2.y * 0.5f + 0.5f)) * inputHeight);
|
||||
|
||||
// Compute bounding box of the triangle
|
||||
int minX = std::max(0, static_cast<int>(std::min({screenPos0.x, screenPos1.x, screenPos2.x})));
|
||||
int maxX = std::min(static_cast<int>(inputWidth) - 1, static_cast<int>(std::max({screenPos0.x, screenPos1.x, screenPos2.x})));
|
||||
int minY = std::max(0, static_cast<int>(std::min({screenPos0.y, screenPos1.y, screenPos2.y})));
|
||||
int maxY = std::min(static_cast<int>(inputHeight) - 1, static_cast<int>(std::max({screenPos0.y, screenPos1.y, screenPos2.y})));
|
||||
// // Compute bounding box of the triangle
|
||||
// int minX = std::max(0, static_cast<int>(std::min({screenPos0.x, screenPos1.x, screenPos2.x})));
|
||||
// int maxX = std::min(static_cast<int>(inputWidth) - 1, static_cast<int>(std::max({screenPos0.x, screenPos1.x, screenPos2.x})));
|
||||
// int minY = std::max(0, static_cast<int>(std::min({screenPos0.y, screenPos1.y, screenPos2.y})));
|
||||
// int maxY = std::min(static_cast<int>(inputHeight) - 1, static_cast<int>(std::max({screenPos0.y, screenPos1.y, screenPos2.y})));
|
||||
|
||||
// Iterate over the bounding box
|
||||
for (int y = minY; y <= maxY; ++y)
|
||||
{
|
||||
for (int x = minX; x <= maxX; ++x)
|
||||
{
|
||||
math::float2 pixelPos(x + 0.5f, y + 0.5f);
|
||||
// // Iterate over the bounding box
|
||||
// for (int y = minY; y <= maxY; ++y)
|
||||
// {
|
||||
// for (int x = minX; x <= maxX; ++x)
|
||||
// {
|
||||
// math::float2 pixelPos(x + 0.5f, y + 0.5f);
|
||||
|
||||
if (isInsideTriangle(pixelPos, screenPos0, screenPos1, screenPos2))
|
||||
{
|
||||
math::float3 bary = barycentric(pixelPos, screenPos0, screenPos1, screenPos2);
|
||||
// if (isInsideTriangle(pixelPos, screenPos0, screenPos1, screenPos2))
|
||||
// {
|
||||
// math::float3 bary = barycentric(pixelPos, screenPos0, screenPos1, screenPos2);
|
||||
|
||||
// Interpolate depth
|
||||
float depth = bary.x * ndcPos0.z + bary.y * ndcPos1.z + bary.z * ndcPos2.z;
|
||||
// // Interpolate depth
|
||||
// float depth = bary.x * ndcPos0.z + bary.y * ndcPos1.z + bary.z * ndcPos2.z;
|
||||
|
||||
// Depth test
|
||||
if (depth < depthBuffer[y * inputWidth + x])
|
||||
{
|
||||
// // Depth test
|
||||
// if (depth < depthBuffer[y * inputWidth + x])
|
||||
// {
|
||||
|
||||
if (depth > max)
|
||||
{
|
||||
max = depth;
|
||||
}
|
||||
if (depth < min)
|
||||
{
|
||||
min = depth;
|
||||
}
|
||||
depthBuffer[y * inputWidth + x] = depth;
|
||||
triangleIndexBuffer[y * inputWidth + x] = i / 3; // Store triangle index
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// if (depth > max)
|
||||
// {
|
||||
// max = depth;
|
||||
// }
|
||||
// if (depth < min)
|
||||
// {
|
||||
// min = depth;
|
||||
// }
|
||||
// depthBuffer[y * inputWidth + x] = depth;
|
||||
// triangleIndexBuffer[y * inputWidth + x] = i / 3; // Store triangle index
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
for (uint32_t y = 0; y < outputHeight; ++y)
|
||||
{
|
||||
for (uint32_t x = 0; x < outputWidth; ++x)
|
||||
{
|
||||
// for (uint32_t y = 0; y < outputHeight; ++y)
|
||||
// {
|
||||
// for (uint32_t x = 0; x < outputWidth; ++x)
|
||||
// {
|
||||
|
||||
math::float2 uv(static_cast<float>(x) / outputWidth, static_cast<float>(y) / outputHeight);
|
||||
// math::float2 uv(static_cast<float>(x) / outputWidth, static_cast<float>(y) / outputHeight);
|
||||
|
||||
// Use the UV coordinates to get the corresponding 3D position on the renderable
|
||||
math::float3 objectPos;
|
||||
math::float2 interpolatedUV;
|
||||
bool found = false;
|
||||
// // Use the UV coordinates to get the corresponding 3D position on the renderable
|
||||
// math::float3 objectPos;
|
||||
// math::float2 interpolatedUV;
|
||||
// bool found = false;
|
||||
|
||||
// Iterate over triangles to find which one contains this UV coordinate
|
||||
for (size_t i = 0; i < numIndices; i += 3)
|
||||
{
|
||||
math::float2 uv0 = *(math::float2 *)&uvs[indices[i] * 2];
|
||||
math::float2 uv1 = *(math::float2 *)&uvs[indices[i + 1] * 2];
|
||||
math::float2 uv2 = *(math::float2 *)&uvs[indices[i + 2] * 2];
|
||||
// // Iterate over triangles to find which one contains this UV coordinate
|
||||
// for (size_t i = 0; i < numIndices; i += 3)
|
||||
// {
|
||||
// math::float2 uv0 = *(math::float2 *)&uvs[indices[i] * 2];
|
||||
// math::float2 uv1 = *(math::float2 *)&uvs[indices[i + 1] * 2];
|
||||
// math::float2 uv2 = *(math::float2 *)&uvs[indices[i + 2] * 2];
|
||||
|
||||
if (isInsideTriangle(uv, uv0, uv1, uv2))
|
||||
{
|
||||
// Compute barycentric coordinates in UV space
|
||||
math::float3 bary = barycentric(uv, uv0, uv1, uv2);
|
||||
// if (isInsideTriangle(uv, uv0, uv1, uv2))
|
||||
// {
|
||||
// // Compute barycentric coordinates in UV space
|
||||
// math::float3 bary = barycentric(uv, uv0, uv1, uv2);
|
||||
|
||||
// Interpolate 3D position
|
||||
math::float3 v0(vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]);
|
||||
math::float3 v1(vertices[indices[i + 1] * 3], vertices[indices[i + 1] * 3 + 1], vertices[indices[i + 1] * 3 + 2]);
|
||||
math::float3 v2(vertices[indices[i + 2] * 3], vertices[indices[i + 2] * 3 + 1], vertices[indices[i + 2] * 3 + 2]);
|
||||
// // Interpolate 3D position
|
||||
// math::float3 v0(vertices[indices[i] * 3], vertices[indices[i] * 3 + 1], vertices[indices[i] * 3 + 2]);
|
||||
// math::float3 v1(vertices[indices[i + 1] * 3], vertices[indices[i + 1] * 3 + 1], vertices[indices[i + 1] * 3 + 2]);
|
||||
// math::float3 v2(vertices[indices[i + 2] * 3], vertices[indices[i + 2] * 3 + 1], vertices[indices[i + 2] * 3 + 2]);
|
||||
|
||||
objectPos = v0 * bary.x + v1 * bary.y + v2 * bary.z;
|
||||
interpolatedUV = uv;
|
||||
// objectPos = v0 * bary.x + v1 * bary.y + v2 * bary.z;
|
||||
// interpolatedUV = uv;
|
||||
|
||||
// Find the screen coordinates on the input texture
|
||||
math::float3 worldPos = (worldTransform * math::float4(objectPos, 1.0f)).xyz;
|
||||
// Project the world position to screen space
|
||||
math::float4 clipPos = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(worldPos, 1.0f);
|
||||
math::float3 ndcPos = clipPos.xyz / clipPos.w;
|
||||
// Convert NDC to screen coordinates
|
||||
uint32_t screenX = (ndcPos.x * 0.5f + 0.5f) * inputWidth;
|
||||
uint32_t screenY = (1.0f - (ndcPos.y * 0.5f + 0.5f)) * inputHeight;
|
||||
// // Find the screen coordinates on the input texture
|
||||
// math::float3 worldPos = (worldTransform * math::float4(objectPos, 1.0f)).xyz;
|
||||
// // Project the world position to screen space
|
||||
// math::float4 clipPos = _camera.getProjectionMatrix() * _camera.getViewMatrix() * math::float4(worldPos, 1.0f);
|
||||
// math::float3 ndcPos = clipPos.xyz / clipPos.w;
|
||||
// // Convert NDC to screen coordinates
|
||||
// uint32_t screenX = (ndcPos.x * 0.5f + 0.5f) * inputWidth;
|
||||
// uint32_t screenY = (1.0f - (ndcPos.y * 0.5f + 0.5f)) * inputHeight;
|
||||
|
||||
if (triangleIndexBuffer[(screenY * inputWidth) + screenX] == i / 3)
|
||||
{
|
||||
if (screenX >= 0 && screenX < inputWidth && screenY >= 0 && screenY < inputHeight)
|
||||
{
|
||||
int inputIndex = (screenY * inputWidth + screenX) * 4;
|
||||
int outputIndex = (y * outputWidth + x) * 4;
|
||||
std::copy_n(&inputTexture[inputIndex], 4, &outputTexture[outputIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// if (triangleIndexBuffer[(screenY * inputWidth) + screenX] == i / 3)
|
||||
// {
|
||||
// if (screenX >= 0 && screenX < inputWidth && screenY >= 0 && screenY < inputHeight)
|
||||
// {
|
||||
// int inputIndex = (screenY * inputWidth + screenX) * 4;
|
||||
// int outputIndex = (y * outputWidth + x) * 4;
|
||||
// std::copy_n(&inputTexture[inputIndex], 4, &outputTexture[outputIndex]);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
} // namespace thermion
|
||||
|
||||
Reference in New Issue
Block a user