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【Filament】立方体贴图(6张图)

【Filament】立方体贴图(6张图)

作者: LittleFatSheep | 来源:发表于2024-02-23 00:49 被阅读0次

    1 前言

    本文通过一个立方体贴图的例子,讲解三维纹理贴图(子网格贴图)的应用,案例中使用 6 张不同的图片给立方体贴图,图片如下。

    读者如果对 Filament 不太熟悉,请回顾以下内容。

    2 立方体贴图

    本文项目结构如下,完整代码资源 → Filament立方体贴图(6张图)

    2.1 基础类

    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、BaseModel、Mesh、MaterialUtils 和 TextureUtils 类。FLSurfaceView 与 GLSurfaceView 的功能类似,承载了渲染环境配置;BaseModel 用于管理模型的网格和材质;Mesh 用于管理模型的顶点属性;MaterialUtils 和 TextureUtils 中分别提供了一些材质和纹理相关的工具。

    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.multitexture.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;
    
    import java.util.ArrayList;
    
    /*
     * 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、SurfaceHolder
        protected 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
        protected ArrayList<RenderCallback> mRenderCallbacks; // 每一帧渲染前的回调(一般用于处理模型变换、相机变换等)
    
        static {
            Filament.init();
        }
    
        public FLSurfaceView(Context context) {
            super(context);
            mChoreographer = Choreographer.getInstance();
            mDisplayHelper = new DisplayHelper(context);
            mRenderCallbacks = new ArrayList<>();
        }
    
        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 addRenderCallback(RenderCallback renderCallback) { // 添加渲染回调
            if (renderCallback != null) {
                mRenderCallbacks.add(renderCallback);
            }
        }
    
        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);
            mRenderCallbacks.clear();
            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SurfaceView
            mUiHelper = 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 {
            @Override
            public void doFrame(long frameTimeNanos) { // 渲染每帧数据
                if (mRenderMode == RENDERMODE_CONTINUOUSLY) {
                    mChoreographer.postFrameCallback(this); // 请求下一帧
                }
                mRenderCallbacks.forEach(callback -> callback.onCall());
                if (mUiHelper.isReadyToRender()) {
                    if (mRenderer.beginFrame(mSwapChain, frameTimeNanos)) {
                        mRenderer.render(mView);
                        mRenderer.endFrame();
                    }
                }
            }
        }
    
        /*
         * Surface回调
         */
        private class SurfaceCallback implements UiHelper.RendererCallback {
            @Override
            public 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());
            }
    
            @Override
            public void onDetachedFromSurface() { // 解绑Surface时回调
                mDisplayHelper.detach();
                if (mSwapChain != null) {
                    mEngine.destroySwapChain(mSwapChain);
                    mEngine.flushAndWait();
                    mSwapChain = null;
                }
            }
    
            @Override
            public 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);
            }
        }
    
        /*
         * 每一帧渲染前的回调
         * 一般用于处理模型变换、相机变换等
         */
        public static interface RenderCallback {
            void onCall();
        }
    }
    

    BaseModel.java

    package com.zhyan8.multitexture.filament;
    
    import android.content.Context;
    
    import com.google.android.filament.Box;
    import com.google.android.filament.Engine;
    import com.google.android.filament.EntityManager;
    import com.google.android.filament.Material;
    import com.google.android.filament.MaterialInstance;
    import com.google.android.filament.RenderableManager;
    import com.google.android.filament.RenderableManager.PrimitiveType;
    import com.google.android.filament.Texture;
    import com.google.android.filament.TransformManager;
    
    import com.zhyan8.multitexture.filament.Mesh.SubMesh;
    import com.zhyan8.multitexture.filament.utils.MaterialUtils;
    import com.zhyan8.multitexture.filament.utils.TextureUtils;
    
    /*
     * 模型基类
     * 管理模型的网格、材质、渲染id
     */
    public class BaseModel {
        private static String TAG = "BaseModel";
        protected Context mContext; // 上下文
        protected Engine mEngine; // Filament引擎
        protected TransformManager mTransformManager; // 模型变换管理器
        protected Mesh mMesh; // 模型网格
        protected SubMesh[] mSubMeshes; // 子网格
        protected Material[] mMaterials; // 模型材质
        protected MaterialInstance[] mMaterialInstances; // 模型材质实例
        protected Texture[] mTextures; // 纹理
        protected int mRenderable; // 渲染id
        protected int mTransformComponent; // 模型变换组件的id
        protected Box mBox; // 渲染区域
        protected FLSurfaceView.RenderCallback mRenderCallback; // 每一帧渲染前的回调(一般用于处理模型变换、相机变换等)
    
        public BaseModel(Context context, Engine engine) {
            mContext = context;
            mEngine = engine;
            mTransformManager = mEngine.getTransformManager();
        }
    
        public int getRenderable() { // 获取渲染id
            return mRenderable;
        }
    
        public FLSurfaceView.RenderCallback getRenderCallback() { // 获取渲染回调
            return mRenderCallback;
        }
    
        public void destroy() { // 销毁模型
            mEngine.destroyEntity(mRenderable);
            if (mMesh != null) {
                mMesh.destroy();
            }
            if (mTextures != null) {
                for (int i = 0; i < mTextures.length; i++) {
                    mEngine.destroyTexture(mTextures[i]);
                }
            }
            if (mMaterialInstances != null) {
                for (int i = 0; i < mMaterialInstances.length; i++) {
                    mEngine.destroyMaterialInstance(mMaterialInstances[i]);
                }
            }
            if (mMaterials != null) {
                for (int i = 0; i < mMaterials.length; i++) {
                    mEngine.destroyMaterial(mMaterials[i]);
                }
            }
            EntityManager entityManager = EntityManager.get();
            entityManager.destroy(mRenderable);
        }
    
        protected int getRenderable(PrimitiveType primitiveType, int vertexCount) { // 获取渲染id
            int renderable = EntityManager.get().create();
            if (mSubMeshes == null) {
                mSubMeshes = new SubMesh[] {new SubMesh(0, 0, vertexCount - 1, vertexCount)};
            }
            RenderableManager.Builder builder = new RenderableManager.Builder(mSubMeshes.length).boundingBox(mBox);
            for (int i = 0; i < mSubMeshes.length; i++) {
                builder.geometry(i, primitiveType, mMesh.getVertexBuffer(), mMesh.getIndexBuffer(),
                                mSubMeshes[i].offset, mSubMeshes[i].minIndex, mSubMeshes[i].maxIndex, mSubMeshes[i].indexCount)
                        .material(i, mMaterialInstances[i]);
            }
            builder.build(mEngine, renderable);
            return renderable;
        }
    
        protected Material[] loadMaterials(String materialPath) { // 加载材质
            Material material = MaterialUtils.loadMaterial(mContext, mEngine, materialPath);
            if (material != null) {
                return new Material[] {material};
            }
            return null;
        }
    
        protected Material[] loadMaterials(String[] materialPaths) { // 加载材质
            Material[] materials = new Material[materialPaths.length];
            for (int i = 0; i < materials.length; i++) {
                materials[i] = MaterialUtils.loadMaterial(mContext, mEngine, materialPaths[i]);
            }
            return materials;
        }
    
        protected MaterialInstance[] getMaterialInstance(Material[] materials) { // 获取材质实例
            MaterialInstance[] materialInstances = new MaterialInstance[materials.length];
            for (int i = 0; i < materials.length; i++) {
                materialInstances[i] = materials[i].createInstance();
            }
            return materialInstances;
        }
    
        protected MaterialInstance[] getMaterialInstance(Material material, int count) { // 获取材质实例
            MaterialInstance[] materialInstances = new MaterialInstance[count];
            for (int i = 0; i < count; i++) {
                materialInstances[i] = material.createInstance();
            }
            return materialInstances;
        }
    
        protected Texture[] loadTextures(String texturePath) { // 加载纹理
            Texture texture = TextureUtils.getTexture(mContext, mEngine, texturePath);
            if (texture != null) {
                return new Texture[] {texture};
            }
            return null;
        }
    
        protected Texture[] loadTextures(String[] texturePaths) { // 加载纹理
            Texture[] textures = new Texture[texturePaths.length];
            for (int i = 0; i < textures.length; i++) {
                textures[i] = TextureUtils.getTexture(mContext, mEngine, texturePaths[i]);
            }
            return textures;
        }
    }
    

    Mesh.java

    package com.zhyan8.multitexture.filament;
    
    import com.google.android.filament.Engine;
    import com.google.android.filament.IndexBuffer;
    import com.google.android.filament.VertexBuffer;
    import com.google.android.filament.VertexBuffer.AttributeType;
    import com.google.android.filament.VertexBuffer.VertexAttribute;
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    
    /*
     * 网格
     * 用于管理模型的顶点属性和顶点索引
     */
    public class Mesh {
        private Engine mEngine; // Filament引擎
        private VertexBuffer mVertexBuffer; // 顶点属性缓存
        private IndexBuffer mIndexBuffer; // 顶点索引缓存
    
        public Mesh(Engine engine) {
            mEngine = engine;
        }
    
        public Mesh(Engine engine, float[] vertices, short[] indices) {
            mEngine = engine;
            setVertices(vertices);
            setIndices(indices);
        }
    
        public Mesh(Engine engine, VertexPosCol[] vertices, short[] indices) {
            mEngine = engine;
            setVertices(vertices);
            setIndices(indices);
        }
    
        public Mesh(Engine engine, VertexPosUV[] vertices, short[] indices) {
            mEngine = engine;
            setVertices(vertices);
            setIndices(indices);
        }
    
        public void setVertices(float[] vertices) { // 设置顶点属性
            mVertexBuffer = getVertexBuffer(vertices);
        }
    
        public void setVertices(VertexPosCol[] vertices) { // 设置顶点属性
            mVertexBuffer = getVertexBuffer(vertices);
        }
    
        public void setVertices(VertexPosUV[] vertices) { // 设置顶点属性
            mVertexBuffer = getVertexBuffer(vertices);
        }
    
        public void setIndices(short[] indices) { // 设置顶点索引
            mIndexBuffer = getIndexBuffer(indices);
        }
    
        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 void destroy() {
            mEngine.destroyVertexBuffer(mVertexBuffer);
            mEngine.destroyIndexBuffer(mIndexBuffer);
        }
    
        private 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(VertexBuffer.VertexAttribute.POSITION, 0, VertexBuffer.AttributeType.FLOAT3, 0, vertexSize)
                    .build(mEngine);
            vertexBuffer.setBufferAt(mEngine, 0, vertexData);
            return vertexBuffer;
        }
    
        private VertexBuffer getVertexBuffer(VertexPosCol[] values) { // 获取顶点属性缓存
            ByteBuffer vertexData = getByteBuffer(values);
            int vertexCount = values.length;
            int vertexSize = VertexPosCol.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(VertexBuffer.VertexAttribute.COLOR)
                    .build(mEngine);
            vertexBuffer.setBufferAt(mEngine, 0, vertexData);
            return vertexBuffer;
        }
    
        private VertexBuffer getVertexBuffer(VertexPosUV[] values) { // 获取顶点属性缓存
            ByteBuffer vertexData = getByteBuffer(values);
            int vertexCount = values.length;
            int vertexSize = VertexPosUV.BYTES;
            VertexBuffer vertexBuffer = new VertexBuffer.Builder()
                    .bufferCount(1)
                    .vertexCount(vertexCount)
                    .attribute(VertexBuffer.VertexAttribute.POSITION, 0, VertexBuffer.AttributeType.FLOAT3, 0, vertexSize)
                    .attribute(VertexBuffer.VertexAttribute.UV0,    0, VertexBuffer.AttributeType.FLOAT2, 3 * Float.BYTES, vertexSize)
                    .build(mEngine);
            vertexBuffer.setBufferAt(mEngine, 0, vertexData);
            return vertexBuffer;
        }
    
        private 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;
        }
    
        private ByteBuffer getByteBuffer(float[] values) { // float数组转换为ByteBuffer
            ByteBuffer 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ByteBuffer
            ByteBuffer 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(VertexPosCol[] values) { // VertexPosCol数组转换为ByteBuffer
            ByteBuffer byteBuffer = ByteBuffer.allocate(values.length * VertexPosCol.BYTES);
            byteBuffer.order(ByteOrder.nativeOrder());
            for (int i = 0; i < values.length; i++) {
                values[i].put(byteBuffer);
            }
            byteBuffer.flip();
            return byteBuffer;
        }
    
        private ByteBuffer getByteBuffer(VertexPosUV[] values) { // VertexPosUV数组转换为ByteBuffer
            ByteBuffer byteBuffer = ByteBuffer.allocate(values.length * VertexPosUV.BYTES);
            byteBuffer.order(ByteOrder.nativeOrder());
            for (int i = 0; i < values.length; i++) {
                values[i].put(byteBuffer);
            }
            byteBuffer.flip();
            return byteBuffer;
        }
    
        /*
         * 子网格
         */
        public static class SubMesh {
            public int offset;
            public int minIndex;
            public int maxIndex;
            public int indexCount;
    
            public SubMesh() {}
    
            public SubMesh(int offset, int minIndex, int maxIndex, int indexCount) {
                this.offset = offset;
                this.minIndex = minIndex;
                this.maxIndex = maxIndex;
                this.indexCount = indexCount;
            }
        }
    
        /*
         * 顶点数据(位置+颜色)
         * 包含顶点位置和颜色
         */
        public static class VertexPosCol {
            public static int BYTES = 16;
            public float x;
            public float y;
            public float z;
            public int color;
    
            public VertexPosCol() {}
    
            public VertexPosCol(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) { // VertexPosCol转换为ByteBuffer
                buffer.putFloat(x);
                buffer.putFloat(y);
                buffer.putFloat(z);
                buffer.putInt(color);
                return buffer;
            }
        }
    
        /*
         * 顶点数据(位置+纹理坐标)
         * 包含顶点位置和纹理坐标
         */
        public static class VertexPosUV {
            public static int BYTES = 20;
            public float x;
            public float y;
            public float z;
            public float u;
            public float v;
    
            public VertexPosUV() {}
    
            public VertexPosUV(float x, float y, float z, float u, float v) {
                this.x = x;
                this.y = y;
                this.z = z;
                this.u = u;
                this.v = v;
            }
    
            public ByteBuffer put(ByteBuffer buffer) { // VertexPosUV转换为ByteBuffer
                buffer.putFloat(x);
                buffer.putFloat(y);
                buffer.putFloat(z);
                buffer.putFloat(u);
                buffer.putFloat(v);
                return buffer;
            }
        }
    }
    

    MaterialUtils.java

    package com.zhyan8.multitexture.filament.utils;
    
    import android.content.Context;
    import android.content.res.AssetFileDescriptor;
    import android.os.Handler;
    import android.os.Looper;
    import android.util.Log;
    
    import com.google.android.filament.Engine;
    import com.google.android.filament.Material;
    
    import java.io.FileInputStream;
    import java.io.IOException;
    import java.nio.Buffer;
    import java.nio.ByteBuffer;
    import java.nio.channels.Channels;
    import java.nio.channels.ReadableByteChannel;
    
    /*
     * 材质工具类
     */
    public class MaterialUtils {
        private static String TAG = "MaterialUtils";
    
        public static Material loadMaterial(Context context, Engine engine, String materialPath) { // 加载材质
            Buffer buffer = readUncompressedAsset(context, materialPath);
            if (buffer != null) {
                Material material = (new Material.Builder()).payload(buffer, buffer.remaining()).build(engine);
                material.compile(
                        Material.CompilerPriorityQueue.HIGH,
                        Material.UserVariantFilterBit.ALL,
                        new Handler(Looper.getMainLooper()),
                        () -> Log.i(TAG, "Material " + material.getName() + " compiled."));
                engine.flush();
                return material;
            }
            return null;
        }
    
        private static Buffer readUncompressedAsset(Context context, String assetPath) { // 加载资源
            ByteBuffer dist = null;
            try {
                AssetFileDescriptor fd = context.getAssets().openFd(assetPath);
                try(FileInputStream fis = fd.createInputStream()) {
                    dist = ByteBuffer.allocate((int) fd.getLength());
                    try (ReadableByteChannel src = Channels.newChannel(fis)) {
                        src.read(dist);
                    }
                }
            } catch (IOException e) {
                e.printStackTrace();
            }
            if (dist != null) {
                return dist.rewind();
            }
            return null;
        }
    }
    

    TextureUtils.java

    package com.zhyan8.multitexture.filament.utils;
    
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.BitmapFactory;
    import android.os.Handler;
    import android.util.Log;
    
    import com.google.android.filament.Engine;
    import com.google.android.filament.Texture;
    import com.google.android.filament.android.TextureHelper;
    
    import java.io.IOException;
    import java.io.InputStream;
    
    /*
     * 纹理工具类
     */
    public class TextureUtils {
        private static String TAG = "TextureUtils";
    
        public static Texture getTexture(Context context, Engine engine, String texturePath) { // 获取Texture
            Bitmap bitmap = loadBitmapFromAsset(context, texturePath);
            if (bitmap != null) {
                return generateTexture(engine, bitmap);
            }
            return null;
        }
    
        public static Texture getTexture(Context context, Engine engine, int resourceId) { // 获取Texture
            Bitmap bitmap = loadBitmapFromDrawable(context, resourceId);
            if (bitmap != null) {
                return generateTexture(engine, bitmap);
            }
            return null;
        }
    
        private static Texture generateTexture(Engine engine, Bitmap bitmap) { // 生成Texture
            Texture texture = new Texture.Builder()
                    .width(bitmap.getWidth())
                    .height(bitmap.getHeight())
                    .sampler(Texture.Sampler.SAMPLER_2D)
                    .format(Texture.InternalFormat.SRGB8_A8)
                    .levels(0xff)
                    .build(engine);
            TextureHelper.setBitmap(engine, texture, 0, bitmap, new Handler(), () ->
                    Log.i(TAG, "getTexture, Bitmap is released.")
            );
            texture.generateMipmaps(engine);
            return texture;
        }
    
        private static Bitmap loadBitmapFromAsset(Context context, String assetPath) { // 从asset中加载bitmap
            Bitmap bitmap = null;
            try (InputStream inputStream = context.getAssets().open(assetPath)) {
                bitmap = BitmapFactory.decodeStream(inputStream);
            } catch (IOException e) {
                e.printStackTrace();
            }
            return bitmap;
        }
    
        private static Bitmap loadBitmapFromDrawable(Context context, int resourceId) { // 从drawable中加载bitmap
            BitmapFactory.Options options = new BitmapFactory.Options();
            options.inPremultiplied = true;
            Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
            return bitmap;
        }
    }
    

    2.2 业务类

    MainActivity.java

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

    MyFLSurfaceView.java

    package com.zhyan8.multitexture;
    
    import android.content.Context;
    
    import com.google.android.filament.Camera;
    import com.zhyan8.multitexture.filament.BaseModel;
    import com.zhyan8.multitexture.filament.FLSurfaceView;
    
    public class MyFLSurfaceView extends FLSurfaceView {
        private BaseModel mMyModel;
        public MyFLSurfaceView(Context context) {
            super(context);
        }
    
        public void init() {
            mSkyboxColor = new float[] {0.35f, 0.35f, 0.35f, 1};
            super.init();
        }
    
        @Override
        public void onDestroy() {
            mMyModel.destroy();
            super.onDestroy();
        }
    
        @Override
        protected void setupScene() { // 设置Scene参数
            mMyModel = new Cube(getContext(), mEngine);
            mScene.addEntity(mMyModel.getRenderable());
            addRenderCallback(mMyModel.getRenderCallback());
        }
    
        @Override
        protected void onResized(int width, int height) {
            double zoom = 0.25;
            double aspect = (double) width / (double) height;
            mCamera.setProjection(Camera.Projection.PERSPECTIVE,
                    -aspect * zoom, aspect * zoom, -zoom, zoom, 0.3, 100);
            float[] eye = new float[] {1, 1, 1.5f};
            float[] center = new float[] {0, 0, 0};
            float[] up = new float[] {0, 1, 0};
            mCamera.lookAt(eye[0], eye[1], eye[2],center[0], center[1], center[2], up[0], up[1], up[2]);
        }
    }
    

    Cube.java

    package com.zhyan8.multitexture;
    
    import android.content.Context;
    import android.opengl.Matrix;
    
    import com.google.android.filament.Box;
    import com.google.android.filament.Engine;
    import com.google.android.filament.RenderableManager.PrimitiveType;
    import com.google.android.filament.TextureSampler;
    import com.zhyan8.multitexture.filament.BaseModel;
    import com.zhyan8.multitexture.filament.Mesh;
    import com.zhyan8.multitexture.filament.Mesh.SubMesh;
    import com.zhyan8.multitexture.filament.Mesh.VertexPosUV;
    
    public class Cube extends BaseModel {
        private String materialPaths = "materials/square.filamat";
        private String[] texturePaths = new String[] {
                "textures/a1.jpg", "textures/a2.jpg", "textures/a3.jpg",
                "textures/a4.jpg", "textures/a6.jpg", "textures/a5.jpg"
        };
        private VertexPosUV[] mVertices; // 顶点坐标
        private short[] mIndices; // 顶点索引
        private float[] mModelMatrix; // 模型变换矩阵
        private float[] mRotateAxis; // 旋转轴
        private float mRotateAgree = 0; // 旋转角度
    
        public Cube(Context context, Engine engine) {
            super(context, engine);
            init();
        }
    
        private void init() {
            mBox = new Box(0.0f, 0.0f, 0.0f, 2.0f, 2.0f, 2.0f);
            mVertices = getVertices(0.5f);
            mIndices = getIndices();
            mMesh = new Mesh(mEngine, mVertices, mIndices);
            mSubMeshes = getSubMesh();
            mTextures = loadTextures(texturePaths);
            mMaterials = loadMaterials(materialPaths);
            mMaterialInstances = getMaterialInstance(mMaterials[0], mTextures.length);
            TextureSampler textureSampler = new TextureSampler();
            for (int i = 0; i < mMaterialInstances.length; i++) {
                mMaterialInstances[i].setParameter("mainTex", mTextures[i], textureSampler);
            }
            mRenderable = getRenderable(PrimitiveType.TRIANGLES, mIndices.length);
            mTransformComponent = mTransformManager.getInstance(mRenderable);
            mRenderCallback = () -> renderCallback();
            mModelMatrix = new float[16];
            mRotateAxis = new float[] { 0.5f, 1f, 1f };
        }
    
        private void renderCallback() {
            mRotateAgree = (mRotateAgree + 1) % 360;
            mRotateAxis[0] = mRotateAgree / 180f - 1;
            mRotateAxis[1] = (float) Math.sin(mRotateAgree / 180f * Math.PI * 0.7f);
            mRotateAxis[2] = (float) Math.cos(mRotateAgree / 180f * Math.PI * 0.5f);
            Matrix.setRotateM(mModelMatrix, 0, mRotateAgree, mRotateAxis[0], mRotateAxis[1], mRotateAxis[2]);
            mTransformManager.setTransform(mTransformComponent, mModelMatrix);
        }
    
        private VertexPosUV[] getVertices(float r) {
            VertexPosUV[] vertices = new VertexPosUV[] {
                    // 前面
                    new VertexPosUV(r, r, r, 0f, 1f), // 0
                    new VertexPosUV(-r, r, r, 1f, 1f), // 1
                    new VertexPosUV(-r, -r, r, 1f, 0f), // 2
                    new VertexPosUV(r, -r, r, 0f, 0f), // 3
                    // 后面
                    new VertexPosUV(r, r, -r, 0f, 1f), // 4
                    new VertexPosUV(-r, r, -r, 1f, 1f), // 5
                    new VertexPosUV(-r, -r, -r, 1f, 0f), // 6
                    new VertexPosUV(r, -r, -r, 0f, 0f), // 7
                    // 上面
                    new VertexPosUV(r, r, r, 0f, 1f), // 8
                    new VertexPosUV(r, r, -r, 1f, 1f), // 9
                    new VertexPosUV(-r, r, -r, 1f, 0f), // 10
                    new VertexPosUV(-r, r, r, 0f, 0f), // 11
                    // 下面
                    new VertexPosUV(r, -r, r, 0f, 1f), // 12
                    new VertexPosUV(r, -r, -r, 1f, 1f), // 13
                    new VertexPosUV(-r, -r, -r, 1f, 0f), // 14
                    new VertexPosUV(-r, -r, r, 0f, 0f), // 15
                    // 右面
                    new VertexPosUV(r, r, r, 0f, 1f), // 16
                    new VertexPosUV(r, r, -r, 1f, 1f), // 17
                    new VertexPosUV(r, -r, -r, 1f, 0f), // 18
                    new VertexPosUV(r, -r, r, 0f, 0f), // 19
                    // 左面
                    new VertexPosUV(-r, r, r, 0f, 1f), // 20
                    new VertexPosUV(-r, r, -r, 1f, 1f), // 21
                    new VertexPosUV(-r, -r, -r, 1f, 0f), // 22
                    new VertexPosUV(-r, -r, r, 0f, 0f) // 23
            };
            return vertices;
        }
    
        private short[] getIndices() {
            short[] indices = new short[] {
                    0, 1, 2, 0, 2, 3, // 前面
                    4, 6, 5, 4, 7, 6, // 上面
                    8, 9, 10, 8, 10, 11, // 右面
                    12, 14, 13, 12, 15, 14, // 后面
                    16, 18, 17, 16, 19, 18, // 下面
                    20, 21, 22, 20, 22, 23 // 左面
            };
            return indices;
        }
    
        private SubMesh[] getSubMesh() {
            int subMeshCount = 6;
            int vertexCount = 6;
            SubMesh[] subMeshes = new SubMesh[subMeshCount];
            for (int i = 0; i < subMeshCount; i++) {
                int offset = i * vertexCount;
                int minIndex = offset;
                int maxIndex = minIndex + vertexCount - 1;
                subMeshes[i] = new SubMesh(offset, minIndex, maxIndex, vertexCount);
            }
            return subMeshes;
        }
    }
    

    square.mat

    material {
        name : square,
    
        shadingModel : unlit, // 禁用所有lighting
        // 自定义变量参数
        parameters : [
            {
                type : sampler2d,
                name : mainTex
            }
        ],
        // 顶点着色器入参MaterialVertexInputs中需要的顶点属性
        requires : [
            uv0
        ]
    }
    
    fragment {
        void material(inout MaterialInputs material) {
            prepareMaterial(material); // 在方法返回前必须回调该函数
            material.baseColor = texture(materialParams_mainTex, getUV0());
        }
    }
    

    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,并移到 /src/main/assets/materials/ 目录下面。

    运行效果如下。

    说明:本文转自【Filament】立方体贴图(6张图)

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