add normals to CustomGeometry implementation

This commit is contained in:
Nick Fisher
2024-09-11 18:08:48 +08:00
parent 6a7bde930d
commit 33f2c5fbf7

View File

@@ -1,10 +1,16 @@
#include <vector>
#include "math.h"
#include <filament/Engine.h>
#include <filament/TransformManager.h>
#include <filament/Texture.h>
#include <filament/RenderableManager.h>
#include <filament/Viewport.h>
#include <filament/Frustum.h>
#include <filament/geometry/SurfaceOrientation.h>
#include "Log.hpp"
#include "CustomGeometry.hpp"
namespace thermion_filament {
@@ -14,6 +20,8 @@ using namespace filament;
CustomGeometry::CustomGeometry(
float* vertices,
uint32_t numVertices,
float* normals,
uint32_t numNormals,
uint16_t* indices,
uint32_t numIndices,
RenderableManager::PrimitiveType primitiveType,
@@ -23,13 +31,19 @@ CustomGeometry::CustomGeometry(
this->vertices = new float[numVertices];
std::memcpy(this->vertices, vertices, numVertices * sizeof(float));
if(numNormals > 0) {
Log("numNormals %d", numNormals);
this->normals = new float[numNormals];
std::memcpy(this->normals, normals, numNormals * sizeof(float));
}
this->indices = new uint16_t[numIndices];
std::memcpy(this->indices, indices, numIndices * sizeof(uint16_t));
computeBoundingBox();
}
IndexBuffer* CustomGeometry::indexBuffer() {
IndexBuffer* CustomGeometry::indexBuffer() const {
IndexBuffer::BufferDescriptor::Callback indexCallback = [](void *buf, size_t,
void *data)
{
@@ -46,21 +60,94 @@ IndexBuffer* CustomGeometry::indexBuffer() {
return indexBuffer;
}
VertexBuffer* CustomGeometry::vertexBuffer() {
VertexBuffer* CustomGeometry::vertexBuffer() const {
VertexBuffer::BufferDescriptor::Callback vertexCallback = [](void *buf, size_t,
void *data)
{
// free((void *)buf);
};
auto vertexBuffer = VertexBuffer::Builder()
std::vector<filament::math::ushort3> triangles;
for(int i=0; i < numIndices; i+=3) {
filament::math::ushort3 triangle;
triangle.x = this->indices[i];
triangle.y = this->indices[i+1];
triangle.z = this->indices[i+2];
triangles.push_back(triangle);
}
// Create a SurfaceOrientation builder
geometry::SurfaceOrientation::Builder builder;
builder.vertexCount(numVertices)
.normals((filament::math::float3*)normals)
.positions((filament::math::float3*)this->vertices)
.triangleCount(triangles.size())
.triangles(triangles.data());
// Build the SurfaceOrientation object
auto orientation = builder.build();
// Retrieve the quaternions
auto quats = new std::vector<filament::math::quatf>(numVertices);
orientation->getQuats(quats->data(), numVertices);
// Create dummy UV data
auto dummyUVs = new std::vector<filament::math::float2>(numVertices, filament::math::float2{0.0f, 0.0f});
// Create dummy vertex color data (white color for all vertices)
auto dummyColors = new std::vector<filament::math::float4>(numVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
auto vertexBufferBuilder = VertexBuffer::Builder()
.vertexCount(numVertices)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
.attribute(VertexAttribute::UV1, 2, VertexBuffer::AttributeType::FLOAT2)
.attribute(VertexAttribute::COLOR, 3, VertexBuffer::AttributeType::FLOAT4);
if(this->normals) {
vertexBufferBuilder
.bufferCount(5)
.attribute(VertexAttribute::TANGENTS, 4, filament::VertexBuffer::AttributeType::FLOAT4);
} else {
vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
}
auto vertexBuffer = vertexBufferBuilder
.build(*_engine);
vertexBuffer->setBufferAt(*_engine, 0, VertexBuffer::BufferDescriptor(
this->vertices, vertexBuffer->getVertexCount() * sizeof(math::float3), vertexCallback));
// Set UV0 buffer
vertexBuffer->setBufferAt(*_engine, 1, VertexBuffer::BufferDescriptor(
dummyUVs->data(), dummyUVs->size() * sizeof(math::float2),
[](void* buf, size_t, void* data) {
delete static_cast<std::vector<math::float2>*>(data);
}, dummyUVs));
// Set UV1 buffer
vertexBuffer->setBufferAt(*_engine, 2, VertexBuffer::BufferDescriptor(
dummyUVs->data(), dummyUVs->size() * sizeof(math::float2),
[](void* buf, size_t, void* data) {
// Do nothing here, as we're reusing the same data as UV0
}, nullptr));
// Set vertex color buffer
vertexBuffer->setBufferAt(*_engine, 3, VertexBuffer::BufferDescriptor(
dummyColors->data(), dummyColors->size() * sizeof(math::float4),
[](void* buf, size_t, void* data) {
delete static_cast<std::vector<math::float4>*>(data);
}, dummyColors));
if(this->normals) {
vertexBuffer->setBufferAt(*_engine, 4, VertexBuffer::BufferDescriptor(
quats->data(), quats->size() * sizeof(math::quatf), [] (void *buf, size_t,
void *data)
{
delete (std::vector<math::quatf>*)data;
}, (void*)quats));
}
return vertexBuffer;
}