Files
cup_edit/thermion_dart/native/include/UnprojectTexture.hpp
Nick Fisher ed444b0615 feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00

39 lines
1.3 KiB
C++

#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 <vector>
#include <algorithm>
#include "scene/CustomGeometry.hpp"
namespace thermion {
class UnprojectTexture {
public:
UnprojectTexture(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,
uint32_t outputWidth, uint32_t outputHeight);
private:
const CustomGeometry * _geometry;
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);
};
}