【Filament】绘制圆形

2023-12-21 06:28
文章标签 绘制 圆形 filament

本文主要是介绍【Filament】绘制圆形,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

1 前言

        Filament环境搭建中介绍了 Filament 的 Windows 和 Android 环境搭,绘制三角形中介绍了绘制纯色和彩色三角形,绘制矩形中介绍了绘制纯色和彩色矩形,本文将使用 Filament 绘制圆形。

2 绘制圆形

        本文项目结构如下,完整代码资源 → Filament绘制圆形。

2.1 自定义基类

        为方便读者将注意力聚焦在 Filament 的输入上,轻松配置复杂的环境依赖逻辑,笔者仿照 OpenGL ES 的写法,抽出了 FLSurfaceView 和 BaseModel 类。FLSurfaceView 与 GLSurfaceView 的功能类似,承载了渲染环境配置;BaseModel 中提供了一些 VertexBuffer、IndexBuffer、Material、Renderable 相关的工具类,方便子类直接使用这些工具类。

        build.gradle

...
android {...aaptOptions { // 在应用程序打包过程中不压缩的文件noCompress 'filamat', 'ktx'}
}dependencies {implementation fileTree(dir: '../libs', include: ['*.aar'])...
}

        说明:在项目根目录下的 libs 目录中,需要放入以下 aar 文件,它们源自Filament环境搭建中编译生成的 aar。 

        FLSurfaceView.java

package com.zhyan8.circle.filament;import android.content.Context;
import android.graphics.Point;
import android.view.Choreographer;
import android.view.Surface;
import android.view.SurfaceView;import com.google.android.filament.Camera;
import com.google.android.filament.Engine;
import com.google.android.filament.EntityManager;
import com.google.android.filament.Filament;
import com.google.android.filament.Renderer;
import com.google.android.filament.Scene;
import com.google.android.filament.Skybox;
import com.google.android.filament.SwapChain;
import com.google.android.filament.View;
import com.google.android.filament.Viewport;
import com.google.android.filament.android.DisplayHelper;
import com.google.android.filament.android.FilamentHelper;
import com.google.android.filament.android.UiHelper;/** Filament中待渲染的SurfaceView* 功能可以类比OpenGL ES中的GLSurfaceView* 用于创建Filament的渲染环境*/
public class FLSurfaceView extends SurfaceView {public static int RENDERMODE_WHEN_DIRTY = 0; // 用户请求渲染才渲染一帧public static int RENDERMODE_CONTINUOUSLY = 1; // 持续渲染protected int mRenderMode = RENDERMODE_CONTINUOUSLY; // 渲染模式protected Choreographer mChoreographer; // 消息控制protected DisplayHelper mDisplayHelper; // 管理Display(可以监听分辨率或刷新率的变化)protected UiHelper mUiHelper; // 管理SurfaceView、TextureView、SurfaceHolderprotected Engine mEngine; // 引擎(跟踪用户创建的资源, 管理渲染线程和硬件渲染器)protected Renderer mRenderer; // 渲染器(用于操作系统窗口, 生成绘制命令, 管理帧延时)protected Scene mScene; // 场景(管理渲染对象、灯光)protected View mView; // 存储渲染数据(View是Renderer操作的对象)protected Camera mCamera; // 相机(视角管理)protected Point mDesiredSize; // 渲染分辨率protected float[] mSkyboxColor; // 背景颜色protected SwapChain mSwapChain; // 操作系统的本地可渲染表面(native renderable surface, 通常是一个window或view)protected FrameCallback mFrameCallback = new FrameCallback(); // 帧回调static {Filament.init();}public FLSurfaceView(Context context) {super(context);mChoreographer = Choreographer.getInstance();mDisplayHelper = new DisplayHelper(context);}public void init() { // 初始化setupSurfaceView();setupFilament();setupView();setupScene();}public void setRenderMode(int renderMode) { // 设置渲染模式mRenderMode = renderMode;}public void requestRender() { // 请求渲染mChoreographer.postFrameCallback(mFrameCallback);}public void onResume() { // 恢复mChoreographer.postFrameCallback(mFrameCallback);}public void onPause() { // 暂停mChoreographer.removeFrameCallback(mFrameCallback);}public void onDestroy() { // 销毁Filament环境mChoreographer.removeFrameCallback(mFrameCallback);mUiHelper.detach();mEngine.destroyRenderer(mRenderer);mEngine.destroyView(mView);mEngine.destroyScene(mScene);mEngine.destroyCameraComponent(mCamera.getEntity());EntityManager entityManager = EntityManager.get();entityManager.destroy(mCamera.getEntity());mEngine.destroy();}protected void setupScene() { // 设置Scene参数}protected void onResized(int width, int height) { // Surface尺寸变化时回调double zoom = 1;double aspect = (double) width / (double) height;mCamera.setProjection(Camera.Projection.ORTHO,-aspect * zoom, aspect * zoom, -zoom, zoom, 0, 1000);}private void setupSurfaceView() { // 设置SurfaceViewmUiHelper = new UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK);mUiHelper.setRenderCallback(new SurfaceCallback());if (mDesiredSize != null) {mUiHelper.setDesiredSize(mDesiredSize.x, mDesiredSize.y);}mUiHelper.attachTo(this);}private void setupFilament() { // 设置Filament参数mEngine = Engine.create();// mEngine = (new Engine.Builder()).featureLevel(Engine.FeatureLevel.FEATURE_LEVEL_0).build();mRenderer = mEngine.createRenderer();mScene = mEngine.createScene();mView = mEngine.createView();mCamera = mEngine.createCamera(mEngine.getEntityManager().create());}private void setupView() { // 设置View参数float[] color = mSkyboxColor != null ? mSkyboxColor : new float[] {0, 0, 0, 1};Skybox skybox = (new Skybox.Builder()).color(color).build(mEngine);mScene.setSkybox(skybox);if (mEngine.getActiveFeatureLevel() == Engine.FeatureLevel.FEATURE_LEVEL_0) {mView.setPostProcessingEnabled(false); // FEATURE_LEVEL_0不支持post-processing}mView.setCamera(mCamera);mView.setScene(mScene);}/** 帧回调*/private class FrameCallback implements Choreographer.FrameCallback {@Overridepublic void doFrame(long frameTimeNanos) { // 渲染每帧数据if (mRenderMode == RENDERMODE_CONTINUOUSLY) {mChoreographer.postFrameCallback(this); // 请求下一帧}if (mUiHelper.isReadyToRender()) {if (mRenderer.beginFrame(mSwapChain, frameTimeNanos)) {mRenderer.render(mView);mRenderer.endFrame();}}}}/** Surface回调*/private class SurfaceCallback implements UiHelper.RendererCallback {@Overridepublic void onNativeWindowChanged(Surface surface) { // Native窗口改变时回调if (mSwapChain != null) {mEngine.destroySwapChain(mSwapChain);}long flags = mUiHelper.getSwapChainFlags();if (mEngine.getActiveFeatureLevel() == Engine.FeatureLevel.FEATURE_LEVEL_0) {if (SwapChain.isSRGBSwapChainSupported(mEngine)) {flags = flags | SwapChain.CONFIG_SRGB_COLORSPACE;}}mSwapChain = mEngine.createSwapChain(surface, flags);mDisplayHelper.attach(mRenderer, getDisplay());}@Overridepublic void onDetachedFromSurface() { // 解绑Surface时回调mDisplayHelper.detach();if (mSwapChain != null) {mEngine.destroySwapChain(mSwapChain);mEngine.flushAndWait();mSwapChain = null;}}@Overridepublic void onResized(int width, int height) { // Surface尺寸变化时回调mView.setViewport(new Viewport(0, 0, width, height));FilamentHelper.synchronizePendingFrames(mEngine);FLSurfaceView.this.onResized(width, height);}}
}

        BaseModel.java

package com.zhyan8.circle.filament;import android.content.res.AssetFileDescriptor;
import android.content.res.AssetManager;
import android.os.Handler;
import android.os.Looper;
import android.util.Log;import com.google.android.filament.Box;
import com.google.android.filament.Engine;
import com.google.android.filament.EntityManager;
import com.google.android.filament.IndexBuffer;
import com.google.android.filament.Material;
import com.google.android.filament.RenderableManager;
import com.google.android.filament.RenderableManager.PrimitiveType;
import com.google.android.filament.VertexBuffer;
import com.google.android.filament.VertexBuffer.AttributeType;
import com.google.android.filament.VertexBuffer.VertexAttribute;import java.io.FileInputStream;
import java.io.IOException;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.channels.Channels;
import java.nio.channels.ReadableByteChannel;/** 模型基类* 管理模型的材质、顶点属性、顶点索引、渲染id*/
public class BaseModel {private static String TAG = "BaseModel";protected AssetManager mAssetManager; // 资源管理器protected Engine mEngine; // Filament引擎protected Material mMaterial; // 模型材质protected VertexBuffer mVertexBuffer; // 顶点属性缓存protected IndexBuffer mIndexBuffer; // 顶点索引缓存protected int mRenderable; // 渲染idprotected Box mBox; // 渲染区域public BaseModel(AssetManager assetManager, Engine engine) {mAssetManager = assetManager;mEngine = engine;}public Material getMaterial() { // 获取材质return mMaterial;}public VertexBuffer getVertexBuffer() { // 获取顶点属性缓存return mVertexBuffer;}public IndexBuffer getIndexBuffer() { // 获取顶点索引缓存return mIndexBuffer;}public int getRenderable() { // 获取渲染idreturn mRenderable;}public void destroy() { // 销毁模型mEngine.destroyEntity(mRenderable);mEngine.destroyVertexBuffer(mVertexBuffer);mEngine.destroyIndexBuffer(mIndexBuffer);mEngine.destroyMaterial(mMaterial);EntityManager entityManager = EntityManager.get();entityManager.destroy(mRenderable);}protected Material loadMaterial(String materialPath) { // 加载材质Buffer buffer = readUncompressedAsset(mAssetManager, materialPath);if (buffer != null) {Material material = (new Material.Builder()).payload(buffer, buffer.remaining()).build(mEngine);material.compile(Material.CompilerPriorityQueue.HIGH,Material.UserVariantFilterBit.ALL,new Handler(Looper.getMainLooper()),() -> Log.i(TAG, "Material " + material.getName() + " compiled."));mEngine.flush();return material;}return null;}protected VertexBuffer getVertexBuffer(float[] values) { // 获取顶点属性缓存ByteBuffer vertexData = getByteBuffer(values);int vertexCount = values.length / 3;int vertexSize = Float.BYTES * 3;VertexBuffer vertexBuffer = new VertexBuffer.Builder().bufferCount(1).vertexCount(vertexCount).attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize).build(mEngine);vertexBuffer.setBufferAt(mEngine, 0, vertexData);return vertexBuffer;}protected VertexBuffer getVertexBuffer(Vertex[] values) { // 获取顶点属性缓存ByteBuffer vertexData = getByteBuffer(values);int vertexCount = values.length;int vertexSize = Vertex.BYTES;VertexBuffer vertexBuffer = new VertexBuffer.Builder().bufferCount(1).vertexCount(vertexCount).attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize).attribute(VertexAttribute.COLOR,    0, AttributeType.UBYTE4, 3 * Float.BYTES, vertexSize).normalized(VertexAttribute.COLOR).build(mEngine);vertexBuffer.setBufferAt(mEngine, 0, vertexData);return vertexBuffer;}protected IndexBuffer getIndexBuffer(short[] values) { // 获取顶点索引缓存ByteBuffer indexData = getByteBuffer(values);int indexCount = values.length;IndexBuffer indexBuffer = new IndexBuffer.Builder().indexCount(indexCount).bufferType(IndexBuffer.Builder.IndexType.USHORT).build(mEngine);indexBuffer.setBuffer(mEngine, indexData);return indexBuffer;}protected int getRenderable(PrimitiveType primitiveType, int vertexCount) { // 获取渲染idint renderable = EntityManager.get().create();new RenderableManager.Builder(1).boundingBox(mBox).geometry(0, primitiveType, mVertexBuffer, mIndexBuffer, 0, vertexCount).material(0, mMaterial.getDefaultInstance()).build(mEngine, renderable);return renderable;}private Buffer readUncompressedAsset(AssetManager assetManager, String assetName) { // 加载资源ReadableByteChannel src = null;ByteBuffer dist = null;try {AssetFileDescriptor fd = assetManager.openFd(assetName);FileInputStream fis = fd.createInputStream();dist = ByteBuffer.allocate((int) fd.getLength());src = Channels.newChannel(fis);src.read(dist);} catch (IOException e) {Log.d(TAG, "readUncompressedAsset-catch, e=" + e);} finally {if (src != null) {try {src.close();} catch (IOException e) {Log.d(TAG, "readUncompressedAsset-finally, e=" + e);}}}if (dist != null) {return dist.rewind();}return null;}private ByteBuffer getByteBuffer(float[] values) { // float数组转换为ByteBufferByteBuffer byteBuffer = ByteBuffer.allocate(values.length * Float.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i = 0; i < values.length; i++) {byteBuffer.putFloat(values[i]);}byteBuffer.flip();return byteBuffer;}private ByteBuffer getByteBuffer(short[] values) { // short数组转换为ByteBufferByteBuffer byteBuffer = ByteBuffer.allocate(values.length * Short.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i = 0; i < values.length; i++) {byteBuffer.putShort(values[i]);}byteBuffer.flip();return byteBuffer;}private ByteBuffer getByteBuffer(Vertex[] values) { // Vertex数组转换为ByteBufferByteBuffer byteBuffer = ByteBuffer.allocate(values.length * Vertex.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i = 0; i < values.length; i++) {values[i].put(byteBuffer);}byteBuffer.flip();return byteBuffer;}/** 顶点数据* 包含顶点位置和颜色*/public static class Vertex {public static int BYTES = 16;public float x;public float y;public float z;public int color;public Vertex() {}public Vertex(float x, float y, float z, int color) {this.x = x;this.y = y;this.z = z;this.color = color;}public ByteBuffer put(ByteBuffer buffer) { // Vertex转换为ByteBufferbuffer.putFloat(x);buffer.putFloat(y);buffer.putFloat(z);buffer.putInt(color);return buffer;}}
}

2.2 绘制纯色圆形

        MainActivity.java

package com.zhyan8.circle;import androidx.appcompat.app.AppCompatActivity;import android.os.Bundle;import com.zhyan8.circle.filament.FLSurfaceView;public class MainActivity extends AppCompatActivity {private FLSurfaceView mFLSurfaceView;@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);mFLSurfaceView = new MyFLSurfaceView(this);setContentView(mFLSurfaceView);mFLSurfaceView.init();mFLSurfaceView.setRenderMode(FLSurfaceView.RENDERMODE_CONTINUOUSLY);}@Overridepublic void onResume() {super.onResume();mFLSurfaceView.onResume();}@Overridepublic void onPause() {super.onPause();mFLSurfaceView.onPause();}@Overridepublic void onDestroy() {super.onDestroy();mFLSurfaceView.onDestroy();}
}

        MyFLSurfaceView.java

package com.zhyan8.circle;import android.content.Context;import com.google.android.filament.Camera;
import com.zhyan8.circle.filament.BaseModel;
import com.zhyan8.circle.filament.FLSurfaceView;public class MyFLSurfaceView extends FLSurfaceView {private BaseModel mMyModel;public MyFLSurfaceView(Context context) {super(context);}public void init() {mSkyboxColor = new float[] {0.965f, 0.941f, 0.887f, 1};super.init();}@Overridepublic void onDestroy() {mMyModel.destroy();super.onDestroy();}@Overrideprotected void setupScene() { // 设置Scene参数mMyModel = new Circle(getContext().getAssets(), mEngine);mScene.addEntity(mMyModel.getRenderable());}@Overrideprotected void onResized(int width, int height) {double zoom = 1.5;double aspect = (double) width / (double) height;mCamera.setProjection(Camera.Projection.ORTHO,-aspect * zoom, aspect * zoom, -zoom, zoom, 0, 10);}
}

        Circle.java

package com.zhyan8.circle;import android.content.res.AssetManager;import com.google.android.filament.Box;
import com.google.android.filament.Engine;
import com.google.android.filament.RenderableManager.PrimitiveType;
import com.zhyan8.circle.filament.BaseModel;public class Circle extends BaseModel {private String materialPath = "materials/circle.filamat";private float[] mVertices;private short[] mIndex;public Circle(AssetManager assetManager, Engine engine) {super(assetManager, engine);init();}private void init() {int num = 50;mVertices = getCircle(0, 0, 0.5f, num);mIndex = getIndices(num);mBox = new Box(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.01f);mMaterial = loadMaterial(materialPath);mVertexBuffer = getVertexBuffer(mVertices);mIndexBuffer = getIndexBuffer(mIndex);mRenderable = getRenderable(PrimitiveType.TRIANGLES, mIndex.length);}private float[] getCircle(float centerX, float centerY, float radius, int num) {float unit = (float) (2 * Math.PI / num);float[] coords = new float[(num + 1) * 3];int index = 0;for (int i = 0; i < num; i++) {coords[index++] = (float)(centerX + radius * Math.cos(unit * i));coords[index++] = (float)(centerY + radius * Math.sin(unit * i));coords[index++] = 0;}coords[index++] = centerX;coords[index++] = centerY;coords[index] = 0;return coords;}private short[] getIndices(int num) {short[] indices = new short[num * 3];short centerIndex = (short) num;short index = 0;for (short i = 0; i < num - 1; i++) {indices[index++] = centerIndex;indices[index++] = i;indices[index++] = (short)(i + 1);}indices[index++] = centerIndex;indices[index++] = (short) (num - 1);indices[index] = 0;return indices;}
}

        circle.mat

material {name : circle,// 禁用所有lightingshadingModel : unlit,featureLevel : 0
}fragment {vec3 sRGB_to_linear(vec3 color) { // gamma解码, 转换到线下空间color.x = pow(color.r, 2.2);color.y = pow(color.g, 2.2);color.z = pow(color.b, 2.2);return color;}void material(inout MaterialInputs material) {prepareMaterial(material); // 在方法返回前必须回调该函数vec3 color = vec3(0.455, 0.725, 1.0);color = sRGB_to_linear(color);material.baseColor = vec4(color, 1.0);}
}

        说明:这里需要进行伽马解码处理,将颜色空间转换到线性空间中,否则显示的颜色将会偏亮,伽马编码原理详见 → 【Unity3D】伽马校正。

        transform.bat

@echo off
setlocal enabledelayedexpansion
set "srcFolder=../src/main/materials"
set "distFolder=../src/main/assets/materials"for %%f in ("%srcFolder%\*.mat") do (set "matfile=%%~nf"matc -p mobile -a opengl -o "!matfile!.filamat" "%%f"move "!matfile!.filamat" "%distFolder%\!matfile!.filamat"
)echo Processing complete.
pause

        说明:需要将 matc.exe 文件与 transform.bat 文件放在同一个目录下面,matc.exe 源自Filament环境搭建中编译生成的 exe 文件。双击 transform.bat 文件,会自动将 /src/main/materials/ 下面的所有 mat 文件全部转换为 filamat 文件,并复制到 /src/main/assets/materials/ 文件下面。

        运行效果如下。

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