create material for texture baking
textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
This commit is contained in:
@@ -252,58 +252,117 @@ static Geometry cube({bool normals = false, bool uvs = false}) {
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}
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static Geometry conic({double radius = 1.0, double length = 1.0, bool normals = true, bool uvs = true}) {
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int segments = 32;
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List<double> verticesList = [];
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List<double> normalsList = [];
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List<double> uvsList = [];
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List<int> indices = [];
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int segments = 32;
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List<double> verticesList = [];
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List<double> normalsList = [];
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List<double> uvsList = [];
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List<int> indices = [];
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// Create vertices, normals, and UVs
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for (int i = 0; i <= segments; i++) {
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double theta = i * 2 * pi / segments;
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double x = radius * cos(theta);
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double z = radius * sin(theta);
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int vertexOffset = 0;
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// Base circle
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verticesList.addAll([x, 0, z]);
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// Create side vertices (base circle + apex)
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for (int i = 0; i <= segments; i++) {
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double theta = i * 2 * pi / segments;
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double x = radius * cos(theta);
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double z = radius * sin(theta);
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// Calculate normal for the side
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double nx = x / sqrt(x * x + length * length);
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double nz = z / sqrt(z * z + length * length);
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double ny = radius / sqrt(radius * radius + length * length);
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// Base circle vertex
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verticesList.addAll([x, 0, z]);
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if (normals) {
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// Calculate normal for the side (perpendicular to the cone surface)
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// The normal is perpendicular to the line from the edge point to the apex
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double nx = x;
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double nz = z;
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double ny = radius;
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// Normalize the normal vector
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double normalLength = sqrt(nx * nx + ny * ny + nz * nz);
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nx /= normalLength;
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ny /= normalLength;
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nz /= normalLength;
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normalsList.addAll([nx, ny, nz]);
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// UV coordinates
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}
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if (uvs) {
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// UV coordinates for base edge
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uvsList.addAll([i / segments, 0]);
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}
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// Apex
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verticesList.addAll([0, length, 0]);
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normalsList.addAll([0, 1, 0]); // Normal at apex points straight up
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uvsList.addAll([0.5, 1]); // UV for apex
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// Create indices
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for (int i = 0; i < segments; i++) {
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// Base face (fixed to counterclockwise)
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indices.addAll([segments + 1, i + 1, i]);
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// Side faces (already correct)
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indices.addAll([i, segments, i + 1]);
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}
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// Add base face normals and UVs
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for (int i = 0; i <= segments; i++) {
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normalsList.addAll([0, -1, 0]); // Base face normal
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double u = 0.5 + 0.5 * cos(i * 2 * pi / segments);
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double v = 0.5 + 0.5 * sin(i * 2 * pi / segments);
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uvsList.addAll([u, v]); // Base face UV
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}
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Float32List vertices = Float32List.fromList(verticesList);
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Float32List? _normals = normals ? Float32List.fromList(normalsList) : null;
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Float32List? _uvs = uvs ? Float32List.fromList(uvsList) : null;
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return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
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}
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// Add apex vertex
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verticesList.addAll([0, length, 0]);
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vertexOffset = segments + 1;
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if (normals) {
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// Apex normal points up
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normalsList.addAll([0, 1, 0]);
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}
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if (uvs) {
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// UV for apex
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uvsList.addAll([0.5, 1]);
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}
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// Create side faces indices
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for (int i = 0; i < segments; i++) {
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// Create triangular faces from edge to apex
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indices.addAll([i, (i + 1) % (segments + 1), vertexOffset]);
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}
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// Create base circle vertices (duplicate for proper normals and UVs)
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int baseStartIndex = verticesList.length ~/ 3;
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// Center vertex for base
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verticesList.addAll([0, 0, 0]);
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if (normals) {
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// Base center normal points down
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normalsList.addAll([0, -1, 0]);
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}
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if (uvs) {
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// UV for base center
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uvsList.addAll([0.5, 0.5]);
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}
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// Add base edge vertices
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for (int i = 0; i <= segments; i++) {
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double theta = i * 2 * pi / segments;
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double x = radius * cos(theta);
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double z = radius * sin(theta);
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// Base circle vertex (duplicate for proper normal/UV)
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verticesList.addAll([x, 0, z]);
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if (normals) {
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// Base normal points down
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normalsList.addAll([0, -1, 0]);
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}
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if (uvs) {
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// UV for base edge
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double u = 0.5 + 0.5 * cos(theta);
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double v = 0.5 + 0.5 * sin(theta);
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uvsList.addAll([u, v]);
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}
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}
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// Create base faces indices
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for (int i = 0; i < segments; i++) {
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// Fan triangulation from center to edge
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indices.addAll([baseStartIndex, baseStartIndex + i + 1, baseStartIndex + i + 2]);
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}
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// Convert to Float32List
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Float32List vertices = Float32List.fromList(verticesList);
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Float32List? _normals = normals ? Float32List.fromList(normalsList) : null;
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Float32List? _uvs = uvs ? Float32List.fromList(uvsList) : null;
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return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
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}
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static Geometry plane({double width = 1.0, double height = 1.0, bool normals = true, bool uvs = true}) {
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Float32List vertices = Float32List.fromList([
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-width / 2, 0, -height / 2,
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@@ -615,4 +674,77 @@ static Geometry fromAabb3(Aabb3 aabb, {bool normals = true, bool uvs = true}) {
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return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
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}
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static Geometry halfPyramid({
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double startX = 0.25,
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double startY = 0.25,
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double width = 1.0,
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double height = 1.0,
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double depth = 1.0,
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bool normals = true,
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bool uvs = true
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}) {
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// Define vertices for a half pyramid (triangular prism)
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// Starting at (startX, startY, 0)
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Float32List vertices = Float32List.fromList([
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// Base rectangle (bottom face)
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startX, startY, 0, // 0: front-left
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startX + width, startY, 0, // 1: front-right
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startX + width, startY + height, 0, // 2: back-right
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startX, startY + height, 0, // 3: back-left
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// Top ridge
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startX, startY + height, depth, // 4: top ridge start
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startX + width, startY + height, depth, // 5: top ridge end
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]);
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// Define normals if needed
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Float32List? _normals = normals ? Float32List.fromList([
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// Base rectangle
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0, 0, -1, // Bottom face
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0, 0, -1,
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0, 0, -1,
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0, 0, -1,
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// Ridge normals (approximate)
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0, 0.7071, 0.7071, // Angled toward ridge
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0, 0.7071, 0.7071,
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]) : null;
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// Define UVs if needed
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Float32List? _uvs = uvs ? Float32List.fromList([
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// Base rectangle UVs
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0, 0, // Bottom-left
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1, 0, // Bottom-right
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1, 1, // Top-right
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0, 1, // Top-left
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// Ridge UVs
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0, 0.5,
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1, 0.5,
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]) : null;
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// Define indices for triangular faces
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List<int> indices = [
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// Bottom face (rectangle)
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0, 1, 2,
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0, 2, 3,
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// Front triangular face
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0, 1, 5,
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0, 5, 4,
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// Left rectangular face
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0, 4, 3,
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// Right rectangular face
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1, 2, 5,
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// Back rectangular face
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2, 3, 4,
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2, 4, 5,
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];
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return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
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}
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}
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@@ -0,0 +1,19 @@
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import 'dart:ffi';
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import 'package:thermion_dart/src/viewer/src/ffi/src/callbacks.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_texture.dart';
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import 'package:thermion_dart/thermion_dart.dart';
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class FFIRenderTarget extends RenderTarget {
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final Pointer<TRenderTarget> renderTarget;
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final Pointer<TViewer> viewer;
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final Pointer<TEngine> engine;
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FFIRenderTarget(this.renderTarget, this.viewer, this.engine);
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@override
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Future<Texture> getColorTexture() async {
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final ptr = RenderTarget_getColorTexture(renderTarget);
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return FFITexture(engine, ptr);
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}
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}
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@@ -23,9 +23,8 @@ class FFITexture extends Texture {
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}
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@override
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Future dispose() {
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// TODO: implement dispose
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throw UnimplementedError();
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Future dispose() async {
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Engine_destroyTexture(_engine, pointer);
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}
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@override
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@@ -130,4 +129,13 @@ class FFILinearImage extends LinearImage {
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Future<int> getWidth() async {
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return Image_getWidth(pointer);
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}
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@override
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Future<Float32List> getData() async {
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final height = await getHeight();
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final width = await getWidth();
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final channels = await getChannels();
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final ptr = Image_getBytes(pointer);
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return ptr.asTypedList(height * width * channels);
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}
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}
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@@ -1,4 +1,5 @@
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import 'dart:ffi';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_render_target.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/thermion_dart.g.dart';
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import 'package:thermion_dart/src/viewer/src/shared_types/shared_types.dart';
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import 'callbacks.dart';
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@@ -8,12 +9,17 @@ import 'thermion_viewer_ffi.dart';
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class FFIView extends View {
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final Pointer<TView> view;
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final Pointer<TViewer> viewer;
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final Pointer<TEngine> engine;
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FFIRenderTarget? renderTarget;
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FFIView(this.view, this.viewer) {
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FFIView(this.view, this.viewer, this.engine) {
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final renderTargetPtr = View_getRenderTarget(view);
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if (renderTargetPtr != nullptr) {
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renderTarget = FFIRenderTarget(renderTargetPtr, viewer);
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renderTarget = FFIRenderTarget(
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renderTargetPtr,
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viewer,
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engine
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);
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}
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}
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@@ -663,36 +663,6 @@ external void get_bounding_box_to_out(
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ffi.Pointer<ffi.Float> maxY,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TViewer>,
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EntityId,
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ffi.Pointer<ffi.Uint8>,
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ffi.Uint32,
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ffi.Uint32,
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ffi.Pointer<ffi.Uint8>,
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ffi.Uint32,
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ffi.Uint32)>(isLeaf: true)
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external void unproject_texture(
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ffi.Pointer<TViewer> viewer,
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int entity,
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ffi.Pointer<ffi.Uint8> input,
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int inputWidth,
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int inputHeight,
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ffi.Pointer<ffi.Uint8> out,
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int outWidth,
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int outHeight,
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);
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@ffi.Native<
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ffi.Pointer<ffi.Void> Function(ffi.Pointer<TSceneManager>,
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ffi.Pointer<ffi.Uint8>, ffi.Size)>(isLeaf: true)
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external ffi.Pointer<ffi.Void> create_texture(
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ffi.Pointer<TSceneManager> sceneManager,
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ffi.Pointer<ffi.Uint8> data,
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int length,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TSceneManager>, ffi.Pointer<ffi.Void>)>(isLeaf: true)
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@@ -701,17 +671,6 @@ external void destroy_texture(
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ffi.Pointer<ffi.Void> texture,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<TSceneManager>, EntityId,
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ffi.Pointer<ffi.Void>, ffi.Pointer<ffi.Char>, ffi.Int)>(isLeaf: true)
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external void apply_texture_to_material(
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ffi.Pointer<TSceneManager> sceneManager,
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int entity,
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ffi.Pointer<ffi.Void> texture,
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ffi.Pointer<ffi.Char> parameterName,
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int materialIndex,
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);
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@ffi.Native<TViewport Function(ffi.Pointer<TView>)>(isLeaf: true)
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external TViewport View_getViewport(
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ffi.Pointer<TView> view,
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@@ -920,6 +879,15 @@ bool Texture_loadImage(
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pixelDataType.value,
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);
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@ffi.Native<
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ffi.Pointer<TLinearImage> Function(
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ffi.Uint32, ffi.Uint32, ffi.Uint32)>(isLeaf: true)
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external ffi.Pointer<TLinearImage> Image_createEmpty(
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int width,
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int height,
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int channel,
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);
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@ffi.Native<
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ffi.Pointer<TLinearImage> Function(
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ffi.Pointer<ffi.Uint8>, ffi.Size, ffi.Pointer<ffi.Char>)>(isLeaf: true)
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@@ -929,6 +897,12 @@ external ffi.Pointer<TLinearImage> Image_decode(
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ffi.Pointer<ffi.Char> name,
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);
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@ffi.Native<ffi.Pointer<ffi.Float> Function(ffi.Pointer<TLinearImage>)>(
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isLeaf: true)
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external ffi.Pointer<ffi.Float> Image_getBytes(
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ffi.Pointer<TLinearImage> tLinearImage,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TLinearImage>)>(isLeaf: true)
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external void Image_destroy(
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ffi.Pointer<TLinearImage> tLinearImage,
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@@ -949,6 +923,12 @@ external int Image_getChannels(
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ffi.Pointer<TLinearImage> tLinearImage,
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);
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@ffi.Native<ffi.Pointer<TTexture> Function(ffi.Pointer<TRenderTarget>)>(
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isLeaf: true)
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external ffi.Pointer<TTexture> RenderTarget_getColorTexture(
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ffi.Pointer<TRenderTarget> tRenderTarget,
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);
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@ffi.Native<ffi.Pointer<TTextureSampler> Function()>(isLeaf: true)
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external ffi.Pointer<TTextureSampler> TextureSampler_create();
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@@ -2139,29 +2119,6 @@ external void reset_to_rest_pose_render_thread(
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> callback,
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);
|
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|
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<TViewer>,
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EntityId,
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ffi.Pointer<ffi.Uint8>,
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ffi.Uint32,
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ffi.Uint32,
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ffi.Pointer<ffi.Uint8>,
|
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ffi.Uint32,
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ffi.Uint32,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>>)>(isLeaf: true)
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external void unproject_texture_render_thread(
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ffi.Pointer<TViewer> viewer,
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int entity,
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ffi.Pointer<ffi.Uint8> input,
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int inputWidth,
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int inputHeight,
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ffi.Pointer<ffi.Uint8> out,
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int outWidth,
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int outHeight,
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ffi.Pointer<ffi.NativeFunction<ffi.Void Function()>> callback,
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);
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@ffi.Native<
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ffi.Pointer<TGizmo> Function(
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ffi.Pointer<TSceneManager>,
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@@ -2633,6 +2590,13 @@ ffi.Pointer<TTexture> Engine_buildTexture(
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format.value,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<TEngine>, ffi.Pointer<TTexture>)>(
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isLeaf: true)
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external void Engine_destroyTexture(
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ffi.Pointer<TEngine> tEngine,
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ffi.Pointer<TTexture> tTexture,
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);
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@ffi.Native<
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ffi.Pointer<TMaterial> Function(
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ffi.Pointer<TEngine>, ffi.Pointer<ffi.Uint8>, ffi.Size)>(isLeaf: true)
|
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@@ -6,6 +6,7 @@ import 'package:animation_tools_dart/animation_tools_dart.dart';
|
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_asset.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_gizmo.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_material.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_render_target.dart';
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import 'package:thermion_dart/src/viewer/src/ffi/src/ffi_texture.dart';
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import 'package:vector_math/vector_math_64.dart';
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import 'package:vector_math/vector_math_64.dart' as v64;
|
||||
@@ -83,7 +84,7 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
_viewer!, textureHandle, width, height, cb);
|
||||
});
|
||||
|
||||
return FFIRenderTarget(renderTarget, _viewer!);
|
||||
return FFIRenderTarget(renderTarget, _viewer!, _engine!);
|
||||
}
|
||||
|
||||
///
|
||||
@@ -110,14 +111,14 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
if (view == nullptr) {
|
||||
throw Exception("Failed to create view");
|
||||
}
|
||||
return FFIView(view, _viewer!);
|
||||
return FFIView(view, _viewer!,_engine!);
|
||||
}
|
||||
|
||||
///
|
||||
///
|
||||
///
|
||||
Future updateViewportAndCameraProjection(double width, double height) async {
|
||||
var mainView = FFIView(Viewer_getViewAt(_viewer!, 0), _viewer!);
|
||||
var mainView = FFIView(Viewer_getViewAt(_viewer!, 0), _viewer!, _engine!);
|
||||
mainView.updateViewport(width.toInt(), height.toInt());
|
||||
|
||||
final cameraCount = await getCameraCount();
|
||||
@@ -1817,28 +1818,6 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
///
|
||||
///
|
||||
Future<Uint8List> project(ThermionEntity entity, Uint8List input,
|
||||
int inputWidth, int inputHeight, int outWidth, int outHeight) async {
|
||||
final outPtr = Uint8List(outWidth * outHeight * 4);
|
||||
await withVoidCallback((callback) {
|
||||
unproject_texture_render_thread(
|
||||
_viewer!,
|
||||
entity,
|
||||
input.address,
|
||||
inputWidth,
|
||||
inputHeight,
|
||||
outPtr.address,
|
||||
outWidth,
|
||||
outHeight,
|
||||
callback);
|
||||
});
|
||||
|
||||
return outPtr.buffer.asUint8List();
|
||||
}
|
||||
|
||||
///
|
||||
///
|
||||
///
|
||||
@@ -1897,6 +1876,9 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
return FFITextureSampler(samplerPtr);
|
||||
}
|
||||
|
||||
///
|
||||
///
|
||||
///
|
||||
Future<LinearImage> decodeImage(Uint8List data) async {
|
||||
final name = "image";
|
||||
var ptr = Image_decode(
|
||||
@@ -1910,12 +1892,12 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
return FFILinearImage(ptr);
|
||||
}
|
||||
|
||||
Future applyTexture(FFITexture texture, ThermionEntity entity,
|
||||
{int materialIndex = 0, String parameterName = "baseColorMap"}) async {
|
||||
using(parameterName.toNativeUtf8(), (namePtr) async {
|
||||
apply_texture_to_material(_sceneManager!, entity,
|
||||
texture.pointer.cast<Void>(), namePtr.cast<Char>(), materialIndex);
|
||||
});
|
||||
///
|
||||
/// Creates an (empty) imge with the given dimensions.
|
||||
///
|
||||
Future<LinearImage> createImage(int width, int height, int channels) async {
|
||||
final ptr = Image_createEmpty(width, height, channels);
|
||||
return FFILinearImage(ptr);
|
||||
}
|
||||
|
||||
///
|
||||
@@ -2173,7 +2155,7 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
if (view == nullptr) {
|
||||
throw Exception("Failed to get view");
|
||||
}
|
||||
return FFIView(view, _viewer!);
|
||||
return FFIView(view, _viewer!, _engine!);
|
||||
}
|
||||
|
||||
@override
|
||||
@@ -2205,12 +2187,7 @@ class ThermionViewerFFI extends ThermionViewer {
|
||||
}
|
||||
}
|
||||
|
||||
class FFIRenderTarget extends RenderTarget {
|
||||
final Pointer<TRenderTarget> renderTarget;
|
||||
final Pointer<TViewer> viewer;
|
||||
|
||||
FFIRenderTarget(this.renderTarget, this.viewer);
|
||||
}
|
||||
|
||||
class FFISwapChain extends SwapChain {
|
||||
final Pointer<TSwapChain> swapChain;
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import 'package:thermion_dart/thermion_dart.dart';
|
||||
|
||||
abstract class RenderTarget {
|
||||
|
||||
Future<Texture> getColorTexture();
|
||||
}
|
||||
|
||||
@@ -420,6 +420,7 @@ typedef ThermionTexture = Texture;
|
||||
|
||||
abstract class LinearImage {
|
||||
Future destroy();
|
||||
Future<Float32List> getData();
|
||||
Future<int> getWidth();
|
||||
Future<int> getHeight();
|
||||
Future<int> getChannels();
|
||||
|
||||
@@ -777,18 +777,21 @@ abstract class ThermionViewer {
|
||||
///
|
||||
Future<Texture> createTexture(int width, int height,
|
||||
{TextureSamplerType textureSamplerType = TextureSamplerType.SAMPLER_2D,
|
||||
TextureFormat textureFormat = TextureFormat.RGBA16F});
|
||||
TextureFormat textureFormat = TextureFormat.RGBA32F});
|
||||
|
||||
Future<TextureSampler> createTextureSampler({
|
||||
TextureMinFilter minFilter = TextureMinFilter.LINEAR,
|
||||
TextureMagFilter magFilter = TextureMagFilter.LINEAR,
|
||||
TextureWrapMode wrapS = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
TextureWrapMode wrapT = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
TextureWrapMode wrapR = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
double anisotropy = 0.0,
|
||||
TextureCompareMode compareMode = TextureCompareMode.NONE,
|
||||
TextureCompareFunc compareFunc = TextureCompareFunc.LESS_EQUAL
|
||||
});
|
||||
///
|
||||
///
|
||||
///
|
||||
Future<TextureSampler> createTextureSampler({
|
||||
TextureMinFilter minFilter = TextureMinFilter.LINEAR,
|
||||
TextureMagFilter magFilter = TextureMagFilter.LINEAR,
|
||||
TextureWrapMode wrapS = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
TextureWrapMode wrapT = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
TextureWrapMode wrapR = TextureWrapMode.CLAMP_TO_EDGE,
|
||||
double anisotropy = 0.0,
|
||||
TextureCompareMode compareMode = TextureCompareMode.NONE,
|
||||
TextureCompareFunc compareFunc = TextureCompareFunc.LESS_EQUAL
|
||||
});
|
||||
|
||||
///
|
||||
/// Decodes the specified image data.
|
||||
@@ -796,10 +799,9 @@ Future<TextureSampler> createTextureSampler({
|
||||
Future<LinearImage> decodeImage(Uint8List data);
|
||||
|
||||
///
|
||||
/// Creates an (empty) imge with the given dimensions.
|
||||
///
|
||||
///
|
||||
Future applyTexture(covariant ThermionTexture texture, ThermionEntity entity,
|
||||
{int materialIndex = 0, String parameterName = "baseColorMap"});
|
||||
Future<LinearImage> createImage(int width, int height, int channels);
|
||||
|
||||
///
|
||||
///
|
||||
|
||||
@@ -659,19 +659,7 @@ class ThermionViewerStub extends ThermionViewer {
|
||||
// TODO: implement addDirectLight
|
||||
throw UnimplementedError();
|
||||
}
|
||||
|
||||
@override
|
||||
Future applyTexture(covariant ThermionTexture texture, ThermionEntity entity, {int materialIndex = 0, String parameterName = "baseColorMap"}) {
|
||||
// TODO: implement applyTexture
|
||||
throw UnimplementedError();
|
||||
}
|
||||
|
||||
@override
|
||||
Future<ThermionTexture> createTexture(Uint8List data) {
|
||||
// TODO: implement createTexture
|
||||
throw UnimplementedError();
|
||||
}
|
||||
|
||||
|
||||
@override
|
||||
Future<MaterialInstance> createUbershaderMaterialInstance({bool doubleSided = false, bool unlit = false, bool hasVertexColors = false, bool hasBaseColorTexture = false, bool hasNormalTexture = false, bool hasOcclusionTexture = false, bool hasEmissiveTexture = false, bool useSpecularGlossiness = false, AlphaMode alphaMode = AlphaMode.OPAQUE, bool enableDiagnostics = false, bool hasMetallicRoughnessTexture = false, int metallicRoughnessUV = 0, int baseColorUV = 0, bool hasClearCoatTexture = false, int clearCoatUV = 0, bool hasClearCoatRoughnessTexture = false, int clearCoatRoughnessUV = 0, bool hasClearCoatNormalTexture = false, int clearCoatNormalUV = 0, bool hasClearCoat = false, bool hasTransmission = false, bool hasTextureTransforms = false, int emissiveUV = 0, int aoUV = 0, int normalUV = 0, bool hasTransmissionTexture = false, int transmissionUV = 0, bool hasSheenColorTexture = false, int sheenColorUV = 0, bool hasSheenRoughnessTexture = false, int sheenRoughnessUV = 0, bool hasVolumeThicknessTexture = false, int volumeThicknessUV = 0, bool hasSheen = false, bool hasIOR = false, bool hasVolume = false}) {
|
||||
// TODO: implement createUbershaderMaterialInstance
|
||||
|
||||
@@ -117,8 +117,6 @@ namespace thermion
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void unprojectTexture(EntityId entity, uint8_t* input, uint32_t inputWidth, uint32_t inputHeight, uint8_t* out, uint32_t outWidth, uint32_t outHeight);
|
||||
|
||||
private:
|
||||
const ResourceLoaderWrapperImpl *const _resourceLoaderWrapper;
|
||||
Scene *_scene = nullptr;
|
||||
|
||||
@@ -19,12 +19,12 @@
|
||||
|
||||
namespace thermion {
|
||||
|
||||
class UnprojectTexture {
|
||||
class TextureProjection {
|
||||
public:
|
||||
UnprojectTexture(const CustomGeometry * geometry, Camera& camera, Engine* engine)
|
||||
TextureProjection(const CustomGeometry * geometry, Camera& camera, Engine* engine)
|
||||
: _geometry(geometry), _camera(camera), _engine(engine) {}
|
||||
|
||||
void unproject(utils::Entity entity, const uint8_t* inputTexture, uint8_t* outputTexture, uint32_t inputWidth, uint32_t inputHeight,
|
||||
void project(utils::Entity entity, const uint8_t* inputTexture, uint8_t* outputTexture, uint32_t inputWidth, uint32_t inputHeight,
|
||||
uint32_t outputWidth, uint32_t outputHeight);
|
||||
|
||||
private:
|
||||
@@ -32,7 +32,6 @@ private:
|
||||
const Camera& _camera;
|
||||
Engine* _engine;
|
||||
|
||||
math::float3 doUnproject(const math::float2& screenPos, float depth, const math::mat4& invViewProj);
|
||||
bool isInsideTriangle(const math::float2& p, const math::float2& a, const math::float2& b, const math::float2& c);
|
||||
math::float3 barycentric(const math::float2& p, const math::float2& a, const math::float2& b, const math::float2& c);
|
||||
};
|
||||
@@ -26,6 +26,7 @@ EMSCRIPTEN_KEEPALIVE TTexture *Engine_buildTexture(TEngine *engine,
|
||||
uint8_t levels,
|
||||
TTextureSamplerType sampler,
|
||||
TTextureFormat format);
|
||||
EMSCRIPTEN_KEEPALIVE void Engine_destroyTexture(TEngine *tEngine, TTexture *tTexture);
|
||||
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE TMaterial *Engine_buildMaterial(TEngine *tEngine, const uint8_t* materialData, size_t length);
|
||||
|
||||
@@ -192,11 +192,14 @@ enum TPixelDataType {
|
||||
};
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE bool Texture_loadImage(TEngine *tEngine, TTexture *tTexture, TLinearImage *tImage, TPixelDataFormat bufferFormat, TPixelDataType pixelDataType);
|
||||
EMSCRIPTEN_KEEPALIVE TLinearImage* Image_decode(uint8_t* data, size_t length, const char* name = "image");
|
||||
EMSCRIPTEN_KEEPALIVE void Image_destroy(TLinearImage* tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getWidth(TLinearImage* tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getHeight(TLinearImage* tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getChannels(TLinearImage* tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE TLinearImage *Image_createEmpty(uint32_t width,uint32_t height,uint32_t channel);
|
||||
EMSCRIPTEN_KEEPALIVE TLinearImage *Image_decode(uint8_t* data, size_t length, const char* name = "image");
|
||||
EMSCRIPTEN_KEEPALIVE float *Image_getBytes(TLinearImage *tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE void Image_destroy(TLinearImage *tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getWidth(TLinearImage *tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getHeight(TLinearImage *tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getChannels(TLinearImage *tLinearImage);
|
||||
EMSCRIPTEN_KEEPALIVE TTexture *RenderTarget_getColorTexture(TRenderTarget *tRenderTarget);
|
||||
|
||||
// Texture Sampler related enums
|
||||
enum TSamplerWrapMode {
|
||||
|
||||
@@ -75,10 +75,7 @@ extern "C"
|
||||
EMSCRIPTEN_KEEPALIVE Aabb2 get_bounding_box(TSceneManager *sceneManager, TView *view, EntityId entity);
|
||||
EMSCRIPTEN_KEEPALIVE void get_bounding_box_to_out(TSceneManager *sceneManager, TView *view, EntityId entity, float *minX, float *minY, float *maxX, float *maxY);
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void unproject_texture(TViewer* viewer, EntityId entity,uint8_t* input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight);
|
||||
EMSCRIPTEN_KEEPALIVE void *const create_texture(TSceneManager *sceneManager, uint8_t *data, size_t length);
|
||||
EMSCRIPTEN_KEEPALIVE void destroy_texture(TSceneManager *sceneManager, void *const texture);
|
||||
EMSCRIPTEN_KEEPALIVE void apply_texture_to_material(TSceneManager *sceneManager, EntityId entity, void *const texture, const char *parameterName, int materialIndex);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -156,7 +156,6 @@ namespace thermion
|
||||
EMSCRIPTEN_KEEPALIVE void set_post_processing_render_thread(TViewer *viewer, bool enabled);
|
||||
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)());
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void unproject_texture_render_thread(TViewer *viewer, EntityId entity, uint8_t *input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight, void (*callback)());
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -177,26 +177,6 @@ namespace thermion
|
||||
/// @brief
|
||||
void update();
|
||||
|
||||
|
||||
/// @brief
|
||||
/// @param data
|
||||
/// @param length
|
||||
/// @param name
|
||||
/// @return
|
||||
Texture *createTexture(const uint8_t *data, size_t length, const char *name);
|
||||
|
||||
/// @brief
|
||||
/// @param entityId
|
||||
/// @param texture
|
||||
/// @param slotName
|
||||
/// @param materialIndex
|
||||
/// @return
|
||||
bool applyTexture(EntityId entityId, Texture *texture, const char *slotName, int materialIndex);
|
||||
|
||||
/// @brief
|
||||
/// @param texture
|
||||
void destroyTexture(Texture *texture);
|
||||
|
||||
/// @brief
|
||||
/// @param entity
|
||||
/// @return
|
||||
@@ -367,7 +347,6 @@ namespace thermion
|
||||
utils::NameComponentManager *_ncm;
|
||||
|
||||
tsl::robin_map<EntityId, math::mat4> _transformUpdates;
|
||||
std::set<Texture *> _textures;
|
||||
std::vector<Camera *> _cameras;
|
||||
std::vector<utils::Entity> _lights;
|
||||
std::vector<std::unique_ptr<SceneAsset>> _sceneAssets;
|
||||
|
||||
@@ -96,7 +96,7 @@
|
||||
#include "StreamBufferAdapter.hpp"
|
||||
#include "material/image.h"
|
||||
#include "TimeIt.hpp"
|
||||
#include "UnprojectTexture.hpp"
|
||||
#include "TextureProjection.hpp"
|
||||
|
||||
namespace thermion
|
||||
{
|
||||
@@ -1058,20 +1058,5 @@ namespace thermion
|
||||
return _engine->getCameraComponent(Entity::import(entity));
|
||||
}
|
||||
|
||||
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;
|
||||
// }
|
||||
|
||||
// UnprojectTexture unproject(geometry, _view->getCamera(), _engine);
|
||||
|
||||
// TODO - check that input dimensions match viewport?
|
||||
|
||||
// unproject.unproject(utils::Entity::import(entityId), input, out, inputWidth, inputHeight, outWidth, outHeight);
|
||||
}
|
||||
|
||||
} // namespace thermion
|
||||
|
||||
209
thermion_dart/native/src/TextureProjection.cpp
Normal file
209
thermion_dart/native/src/TextureProjection.cpp
Normal file
@@ -0,0 +1,209 @@
|
||||
// #include <filament/Engine.h>
|
||||
// #include <filament/Camera.h>
|
||||
// #include <filament/Texture.h>
|
||||
// #include <filament/VertexBuffer.h>
|
||||
// #include <filament/IndexBuffer.h>
|
||||
// #include <filament/RenderableManager.h>
|
||||
// #include <filament/TransformManager.h>
|
||||
// #include <math/mat4.h>
|
||||
// #include <math/vec2.h>
|
||||
// #include <math/vec3.h>
|
||||
// #include <math/vec4.h>
|
||||
// #include <utils/EntityManager.h>
|
||||
// #include <backend/PixelBufferDescriptor.h>
|
||||
// #include "Log.hpp"
|
||||
// #include <vector>
|
||||
// #include <algorithm>
|
||||
// #include <iostream>
|
||||
// #include "scene/CustomGeometry.hpp"
|
||||
// #include "TextureProjection.hpp"
|
||||
|
||||
// namespace thermion
|
||||
// {
|
||||
|
||||
// bool TextureProjection::isInsideTriangle(const math::float2 &p, const math::float2 &a, const math::float2 &b, const math::float2 &c)
|
||||
// {
|
||||
// float d1 = (p.x - b.x) * (a.y - b.y) - (a.x - b.x) * (p.y - b.y);
|
||||
// float d2 = (p.x - c.x) * (b.y - c.y) - (b.x - c.x) * (p.y - c.y);
|
||||
// float d3 = (p.x - a.x) * (c.y - a.y) - (c.x - a.x) * (p.y - a.y);
|
||||
// return (d1 >= 0 && d2 >= 0 && d3 >= 0) || (d1 <= 0 && d2 <= 0 && d3 <= 0);
|
||||
// }
|
||||
|
||||
// math::float3 TextureProjection::barycentric(const math::float2 &p, const math::float2 &a, const math::float2 &b, const math::float2 &c)
|
||||
// {
|
||||
// math::float2 v0 = b - a;
|
||||
// math::float2 v1 = c - a;
|
||||
// math::float2 v2 = p - a;
|
||||
|
||||
// float d00 = dot(v0, v0);
|
||||
// float d01 = dot(v0, v1);
|
||||
// float d11 = dot(v1, v1);
|
||||
// float d20 = dot(v2, v0);
|
||||
// float d21 = dot(v2, v1);
|
||||
|
||||
// float denom = d00 * d11 - d01 * d01;
|
||||
|
||||
// float v = (d11 * d20 - d01 * d21) / denom;
|
||||
// float w = (d00 * d21 - d01 * d20) / denom;
|
||||
// float u = 1.0f - v - w;
|
||||
|
||||
// return math::float3(u, v, w);
|
||||
// }
|
||||
|
||||
// void TextureProjection::project(utils::Entity entity, const uint8_t *inputTexture, uint8_t *outputTexture,
|
||||
// uint32_t inputWidth, uint32_t inputHeight,
|
||||
// uint32_t outputWidth, uint32_t outputHeight)
|
||||
// {
|
||||
|
||||
// // auto &rm = _engine->getRenderableManager();
|
||||
|
||||
// // auto &tm = _engine->getTransformManager();
|
||||
|
||||
// // math::mat4 invViewProj = Camera::inverseProjection(_camera.getProjectionMatrix()) * _camera.getModelMatrix();
|
||||
|
||||
// // 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;
|
||||
|
||||
// // // 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);
|
||||
|
||||
// // 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]);
|
||||
|
||||
// // 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;
|
||||
|
||||
// // // 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;
|
||||
|
||||
// // // 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})));
|
||||
|
||||
// // // 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);
|
||||
|
||||
// // // Interpolate depth
|
||||
// // float depth = bary.x * ndcPos0.z + bary.y * ndcPos1.z + bary.z * ndcPos2.z;
|
||||
|
||||
// // // 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
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
|
||||
// // 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);
|
||||
|
||||
// // // 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];
|
||||
|
||||
// // 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]);
|
||||
|
||||
// // 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;
|
||||
|
||||
// // 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
|
||||
|
||||
@@ -1,211 +0,0 @@
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/Camera.h>
|
||||
#include <filament/Texture.h>
|
||||
#include <filament/VertexBuffer.h>
|
||||
#include <filament/IndexBuffer.h>
|
||||
#include <filament/RenderableManager.h>
|
||||
#include <filament/TransformManager.h>
|
||||
#include <math/mat4.h>
|
||||
#include <math/vec2.h>
|
||||
#include <math/vec3.h>
|
||||
#include <math/vec4.h>
|
||||
#include <utils/EntityManager.h>
|
||||
#include <backend/PixelBufferDescriptor.h>
|
||||
#include "Log.hpp"
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "scene/CustomGeometry.hpp"
|
||||
#include "UnprojectTexture.hpp"
|
||||
|
||||
namespace thermion
|
||||
{
|
||||
|
||||
bool UnprojectTexture::isInsideTriangle(const math::float2 &p, const math::float2 &a, const math::float2 &b, const math::float2 &c)
|
||||
{
|
||||
float d1 = (p.x - b.x) * (a.y - b.y) - (a.x - b.x) * (p.y - b.y);
|
||||
float d2 = (p.x - c.x) * (b.y - c.y) - (b.x - c.x) * (p.y - c.y);
|
||||
float d3 = (p.x - a.x) * (c.y - a.y) - (c.x - a.x) * (p.y - a.y);
|
||||
return (d1 >= 0 && d2 >= 0 && d3 >= 0) || (d1 <= 0 && d2 <= 0 && d3 <= 0);
|
||||
}
|
||||
|
||||
math::float3 UnprojectTexture::barycentric(const math::float2 &p, const math::float2 &a, const math::float2 &b, const math::float2 &c)
|
||||
{
|
||||
math::float2 v0 = b - a;
|
||||
math::float2 v1 = c - a;
|
||||
math::float2 v2 = p - a;
|
||||
|
||||
float d00 = dot(v0, v0);
|
||||
float d01 = dot(v0, v1);
|
||||
float d11 = dot(v1, v1);
|
||||
float d20 = dot(v2, v0);
|
||||
float d21 = dot(v2, v1);
|
||||
|
||||
float denom = d00 * d11 - d01 * d01;
|
||||
|
||||
float v = (d11 * d20 - d01 * d21) / denom;
|
||||
float w = (d00 * d21 - d01 * d20) / denom;
|
||||
float u = 1.0f - v - w;
|
||||
|
||||
return math::float3(u, v, w);
|
||||
}
|
||||
|
||||
void UnprojectTexture::unproject(utils::Entity entity, const uint8_t *inputTexture, uint8_t *outputTexture,
|
||||
uint32_t inputWidth, uint32_t inputHeight,
|
||||
uint32_t outputWidth, uint32_t outputHeight)
|
||||
{
|
||||
|
||||
// auto &rm = _engine->getRenderableManager();
|
||||
|
||||
// auto &tm = _engine->getTransformManager();
|
||||
|
||||
// math::mat4 invViewProj = Camera::inverseProjection(_camera.getProjectionMatrix()) * _camera.getModelMatrix();
|
||||
|
||||
// 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;
|
||||
|
||||
// // 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);
|
||||
|
||||
// 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]);
|
||||
|
||||
// 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;
|
||||
|
||||
// // 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;
|
||||
|
||||
// // 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})));
|
||||
|
||||
// // 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);
|
||||
|
||||
// // Interpolate depth
|
||||
// float depth = bary.x * ndcPos0.z + bary.y * ndcPos1.z + bary.z * ndcPos2.z;
|
||||
|
||||
// // 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
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// 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);
|
||||
|
||||
// // 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];
|
||||
|
||||
// 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]);
|
||||
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
|
||||
@@ -244,6 +244,12 @@ namespace thermion
|
||||
return reinterpret_cast<TTexture *>(texture);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void Engine_destroyTexture(TEngine *tEngine, TTexture *tTexture) {
|
||||
auto *engine = reinterpret_cast<Engine *>(tEngine);
|
||||
auto *texture = reinterpret_cast<Texture *>(tTexture);
|
||||
engine->destroy(texture);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/Material.h>
|
||||
#include <filament/RenderTarget.h>
|
||||
#include <filament/Scene.h>
|
||||
#include <filament/Texture.h>
|
||||
#include <filament/TextureSampler.h>
|
||||
@@ -36,6 +37,12 @@ namespace thermion
|
||||
return reinterpret_cast<TLinearImage *>(linearImage);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE float *Image_getBytes(TLinearImage *tLinearImage)
|
||||
{
|
||||
auto *linearImage = reinterpret_cast<::image::LinearImage *>(tLinearImage);
|
||||
return linearImage->getPixelRef();
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE uint32_t Image_getWidth(TLinearImage *tLinearImage)
|
||||
{
|
||||
auto *linearImage = reinterpret_cast<::image::LinearImage *>(tLinearImage);
|
||||
@@ -98,6 +105,13 @@ namespace thermion
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE TLinearImage *Image_createEmpty(uint32_t width,uint32_t height,uint32_t channel) {
|
||||
auto *image = new ::image::LinearImage(width, height, channel);
|
||||
return reinterpret_cast<TLinearImage*>(image);
|
||||
}
|
||||
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE TTextureSampler *TextureSampler_create()
|
||||
{
|
||||
auto *sampler = new filament::TextureSampler();
|
||||
@@ -217,6 +231,12 @@ namespace thermion
|
||||
delete textureSampler;
|
||||
}
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE TTexture *RenderTarget_getColorTexture(TRenderTarget *tRenderTarget) {
|
||||
auto renderTarget = reinterpret_cast<filament::RenderTarget*>(tRenderTarget);
|
||||
auto texture = renderTarget->getTexture(filament::RenderTarget::AttachmentPoint::COLOR0);
|
||||
return reinterpret_cast<TTexture*>(texture);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -413,20 +413,5 @@ extern "C"
|
||||
free(ptr);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void unproject_texture(TViewer *viewer, EntityId entity, uint8_t *input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight)
|
||||
{
|
||||
// ((FilamentViewer *)viewer)->unprojectTexture(entity, input, inputWidth, inputHeight, out, outWidth, outHeight);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void apply_texture_to_material(TSceneManager *sceneManager, EntityId entity, void *const texture, const char *parameterName, int materialIndex)
|
||||
{
|
||||
((SceneManager *)sceneManager)->applyTexture(entity, reinterpret_cast<Texture *>(texture), parameterName, materialIndex);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void destroy_texture(TSceneManager *sceneManager, void *const texture)
|
||||
{
|
||||
((SceneManager *)sceneManager)->destroyTexture(reinterpret_cast<Texture *>(texture));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -722,17 +722,6 @@ std::packaged_task<void()> lambda(
|
||||
auto fut = _rl->add_task(lambda);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void unproject_texture_render_thread(TViewer *viewer, EntityId entity, uint8_t *input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight, void (*callback)())
|
||||
{
|
||||
std::packaged_task<void()> lambda(
|
||||
[=]
|
||||
{
|
||||
unproject_texture(viewer, entity, input, inputWidth, inputHeight, out, outWidth, outHeight);
|
||||
callback();
|
||||
});
|
||||
auto fut = _rl->add_task(lambda);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE void AnimationManager_updateBoneMatricesRenderThread(
|
||||
TAnimationManager *tAnimationManager,
|
||||
TSceneAsset *sceneAsset,
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
#include "scene/Gizmo.hpp"
|
||||
#include "scene/SceneAsset.hpp"
|
||||
#include "scene/GeometrySceneAssetBuilder.hpp"
|
||||
#include "UnprojectTexture.hpp"
|
||||
#include "TextureProjection.hpp"
|
||||
|
||||
#include "resources/translation_gizmo_glb.h"
|
||||
#include "resources/rotation_gizmo_glb.h"
|
||||
@@ -470,17 +470,10 @@ namespace thermion
|
||||
destroyAssets();
|
||||
std::lock_guard lock(_mutex);
|
||||
|
||||
for (auto *texture : _textures)
|
||||
{
|
||||
_engine->destroy(texture);
|
||||
}
|
||||
|
||||
for (auto *materialInstance : _materialInstances)
|
||||
{
|
||||
_engine->destroy(materialInstance);
|
||||
}
|
||||
|
||||
_textures.clear();
|
||||
_materialInstances.clear();
|
||||
}
|
||||
|
||||
@@ -592,102 +585,6 @@ namespace thermion
|
||||
_sceneAssets.clear();
|
||||
}
|
||||
|
||||
Texture *SceneManager::createTexture(const uint8_t *data, size_t length, const char *name)
|
||||
{
|
||||
|
||||
// Create an input stream from the data
|
||||
std::istringstream stream(std::string(reinterpret_cast<const char *>(data), length));
|
||||
|
||||
// Decode the image
|
||||
image::LinearImage linearImage = image::ImageDecoder::decode(stream, name, image::ImageDecoder::ColorSpace::SRGB);
|
||||
|
||||
if (!linearImage.isValid())
|
||||
{
|
||||
Log("Failed to decode image.");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
uint32_t w = linearImage.getWidth();
|
||||
uint32_t h = linearImage.getHeight();
|
||||
uint32_t channels = linearImage.getChannels();
|
||||
|
||||
Texture::InternalFormat textureFormat = channels == 3 ? Texture::InternalFormat::RGB16F
|
||||
: Texture::InternalFormat::RGBA16F;
|
||||
Texture::Format bufferFormat = channels == 3 ? Texture::Format::RGB
|
||||
: Texture::Format::RGBA;
|
||||
|
||||
Texture *texture = Texture::Builder()
|
||||
.width(w)
|
||||
.height(h)
|
||||
.levels(1)
|
||||
.format(textureFormat)
|
||||
.sampler(Texture::Sampler::SAMPLER_2D)
|
||||
.build(*_engine);
|
||||
|
||||
if (!texture)
|
||||
{
|
||||
Log("Failed to create texture: ");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Texture::PixelBufferDescriptor buffer(
|
||||
linearImage.getPixelRef(),
|
||||
size_t(w * h * channels * sizeof(float)),
|
||||
bufferFormat,
|
||||
Texture::Type::FLOAT);
|
||||
|
||||
texture->setImage(*_engine, 0, std::move(buffer));
|
||||
|
||||
Log("Created texture: %s (%d x %d, %d channels)", name, w, h, channels);
|
||||
|
||||
_textures.insert(texture);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
bool SceneManager::applyTexture(EntityId entityId, Texture *texture, const char *parameterName, int materialIndex)
|
||||
{
|
||||
auto entity = Entity::import(entityId);
|
||||
|
||||
if (entity.isNull())
|
||||
{
|
||||
Log("Entity %d is null?", entityId);
|
||||
return false;
|
||||
}
|
||||
|
||||
RenderableManager &rm = _engine->getRenderableManager();
|
||||
|
||||
auto renderable = rm.getInstance(entity);
|
||||
|
||||
if (!renderable.isValid())
|
||||
{
|
||||
Log("Renderable not valid, was the entity id correct (%d)?", entityId);
|
||||
return false;
|
||||
}
|
||||
|
||||
MaterialInstance *mi = rm.getMaterialInstanceAt(renderable, materialIndex);
|
||||
|
||||
if (!mi)
|
||||
{
|
||||
Log("ERROR: material index must be less than number of material instances");
|
||||
return false;
|
||||
}
|
||||
|
||||
auto sampler = TextureSampler();
|
||||
mi->setParameter(parameterName, texture, sampler);
|
||||
Log("Applied texture to entity %d", entityId);
|
||||
return true;
|
||||
}
|
||||
|
||||
void SceneManager::destroyTexture(Texture *texture)
|
||||
{
|
||||
if (_textures.find(texture) == _textures.end())
|
||||
{
|
||||
Log("Warning: couldn't find texture");
|
||||
}
|
||||
_textures.erase(texture);
|
||||
_engine->destroy(texture);
|
||||
}
|
||||
|
||||
void SceneManager::addCollisionComponent(EntityId entityId, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsTransform)
|
||||
{
|
||||
|
||||
@@ -20,6 +20,7 @@ import 'package:path/path.dart' as p;
|
||||
Color kWhite = ColorFloat32(4)..setRgba(1.0, 1.0, 1.0, 1.0);
|
||||
Color kRed = ColorFloat32(4)..setRgba(1.0, 0.0, 0.0, 1.0);
|
||||
Color kGreen = ColorFloat32(4)..setRgba(0.0, 1.0, 0.0, 1.0);
|
||||
Color kBlue = ColorFloat32(4)..setRgba(0.0, 0.0, 1.0, 1.0);
|
||||
|
||||
/// Test files are run in a variety of ways, find this package root in all.
|
||||
///
|
||||
|
||||
@@ -22,6 +22,7 @@ void main() async {
|
||||
textureFormat: TextureFormat.RGBA32F);
|
||||
await texture.setLinearImage(
|
||||
image, PixelDataFormat.RGBA, PixelDataType.FLOAT);
|
||||
await texture.dispose();
|
||||
}, bg: kRed);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user