diff --git a/android/samples/README.md b/android/samples/README.md index 35d1288119c..69386d01ba1 100644 --- a/android/samples/README.md +++ b/android/samples/README.md @@ -39,6 +39,16 @@ Demonstrates how to render into a `TextureView` instead of a `SurfaceView`: ![Texture View](../../docs/images/samples/sample_texture_view.jpg) +### `material-builder` + +Demonstrates how to programatically generate Filament materials, as opposed to compiling them on the +host machine: + +![Material Builder](../../docs/images/samples/sample_image_based_lighting.jpg) + +The `material-builder` sample requires the `filamat` static library which can be compiled by adding +the `-l` flag to the `./build.sh` command. + ## Prerequisites Before you start, make sure to read [Filament's README](../../README.md). You need to be able to diff --git a/android/samples/material-builder/.gitignore b/android/samples/material-builder/.gitignore new file mode 100644 index 00000000000..68c082be52e --- /dev/null +++ b/android/samples/material-builder/.gitignore @@ -0,0 +1,12 @@ +*.iml +.gradle +/local.properties +/.idea/workspace.xml +/.idea/libraries +/.idea/caches +/.idea/gradle.xml +.DS_Store +/build +/captures +/app/src/main/assets/envs +.externalNativeBuild diff --git a/android/samples/material-builder/app/.gitignore b/android/samples/material-builder/app/.gitignore new file mode 100644 index 00000000000..796b96d1c40 --- /dev/null +++ b/android/samples/material-builder/app/.gitignore @@ -0,0 +1 @@ +/build diff --git a/android/samples/material-builder/app/build.gradle b/android/samples/material-builder/app/build.gradle new file mode 100644 index 00000000000..a963cf63fd8 --- /dev/null +++ b/android/samples/material-builder/app/build.gradle @@ -0,0 +1,92 @@ +apply plugin: 'com.android.application' +apply plugin: 'kotlin-android' +apply plugin: 'kotlin-android-extensions' + +apply from: '../../../build/filament-tasks.gradle' + +compileMesh { + group 'Filament' + description 'Compile mesh' + + inputFile = file("../../../../third_party/shader_ball/shader_ball.obj") + outputDir = file("src/main/assets/models") +} + +generateIbl { + group 'Filament' + description 'Generate IBL' + + inputFile = file("../../../../third_party/environments/flower_road_2k.hdr") + outputDir = file("src/main/assets/envs") +} + +preBuild.dependsOn compileMesh +preBuild.dependsOn generateIbl + +android { + compileSdkVersion 28 + defaultConfig { + applicationId "com.google.android.filament.ibl" + minSdkVersion 21 + targetSdkVersion 28 + versionCode 1 + versionName "1.0" + } + + buildTypes { + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' + } + } + + // Filament comes with native code, the following declarations + // can be used to generate architecture specific APKs + flavorDimensions 'cpuArch' + productFlavors { + arm8 { + dimension 'cpuArch' + ndk { + abiFilters 'arm64-v8a' + } + } + arm7 { + dimension 'cpuArch' + ndk { + abiFilters 'armeabi-v7a' + } + } + x86_64 { + dimension 'cpuArch' + ndk { + abiFilters 'x86_64' + } + } + x86 { + dimension 'cpuArch' + ndk { + abiFilters 'x86' + } + } + universal { + dimension 'cpuArch' + } + } + + // We use the .filamat extension for materials compiled with matc + // Telling aapt to not compress them allows to load them efficiently + aaptOptions { + noCompress 'filamat' + } +} + +dependencies { + implementation fileTree(dir: 'libs', include: ['*.jar']) + implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" + + // Depend on Filament + implementation 'com.google.android.filament:filament-android' + + // Depend on Filamat + implementation 'com.google.android.filament:filamat-android' +} diff --git a/android/samples/material-builder/app/proguard-rules.pro b/android/samples/material-builder/app/proguard-rules.pro new file mode 100644 index 00000000000..f1b424510da --- /dev/null +++ b/android/samples/material-builder/app/proguard-rules.pro @@ -0,0 +1,21 @@ +# Add project specific ProGuard rules here. +# You can control the set of applied configuration files using the +# proguardFiles setting in build.gradle. +# +# For more details, see +# http://developer.android.com/guide/developing/tools/proguard.html + +# If your project uses WebView with JS, uncomment the following +# and specify the fully qualified class name to the JavaScript interface +# class: +#-keepclassmembers class fqcn.of.javascript.interface.for.webview { +# public *; +#} + +# Uncomment this to preserve the line number information for +# debugging stack traces. +#-keepattributes SourceFile,LineNumberTable + +# If you keep the line number information, uncomment this to +# hide the original source file name. +#-renamesourcefileattribute SourceFile diff --git a/android/samples/material-builder/app/src/main/AndroidManifest.xml b/android/samples/material-builder/app/src/main/AndroidManifest.xml new file mode 100644 index 00000000000..10e681ee395 --- /dev/null +++ b/android/samples/material-builder/app/src/main/AndroidManifest.xml @@ -0,0 +1,21 @@ + + + + + + + + + + + + + + diff --git a/android/samples/material-builder/app/src/main/assets/models/shader_ball.filamesh b/android/samples/material-builder/app/src/main/assets/models/shader_ball.filamesh new file mode 100644 index 00000000000..f33c4a08b5d Binary files /dev/null and b/android/samples/material-builder/app/src/main/assets/models/shader_ball.filamesh differ diff --git a/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/IblLoader.kt b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/IblLoader.kt new file mode 100644 index 00000000000..794ce449099 --- /dev/null +++ b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/IblLoader.kt @@ -0,0 +1,149 @@ +/* + * Copyright (C) 2018 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.google.android.filament.ibl + +import android.content.res.AssetManager +import android.graphics.BitmapFactory + +import com.google.android.filament.Engine +import com.google.android.filament.IndirectLight +import com.google.android.filament.Skybox +import com.google.android.filament.Texture +import java.io.BufferedReader +import java.io.InputStreamReader + +import java.nio.ByteBuffer + +import kotlin.math.log2 + +data class Ibl(val indirectLight: IndirectLight, + val indirectLightTexture: Texture, + val skybox: Skybox, + val skyboxTexture: Texture) + +fun loadIbl(assets: AssetManager, name: String, engine: Engine): Ibl { + val (ibl, iblTexture) = loadIndirectLight(assets, name, engine) + val (skybox, skyboxTexture) = loadSkybox(assets, name, engine) + return Ibl(ibl, iblTexture, skybox, skyboxTexture) +} + +fun destroyIbl(engine: Engine, ibl: Ibl) { + engine.destroySkybox(ibl.skybox) + engine.destroyTexture(ibl.skyboxTexture) + engine.destroyIndirectLight(ibl.indirectLight) + engine.destroyTexture(ibl.indirectLightTexture) +} + +private fun peekSize(assets: AssetManager, name: String): Pair { + assets.open(name).use { input -> + val opts = BitmapFactory.Options().apply { inJustDecodeBounds = true } + BitmapFactory.decodeStream(input, null, opts) + return opts.outWidth to opts.outHeight + } +} + +private fun loadIndirectLight( + assets: AssetManager, + name: String, + engine: Engine): Pair { + val (w, h) = peekSize(assets, "$name/m0_nx.rgbm") + val texture = Texture.Builder() + .width(w) + .height(h) + .levels(log2(w.toFloat()).toInt() + 1) + .format(Texture.InternalFormat.RGBA8) + .rgbm(true) + .sampler(Texture.Sampler.SAMPLER_CUBEMAP) + .build(engine) + + repeat(texture.levels) { + loadCubemap(texture, assets, name, engine, "m${it}_", it) + } + + val sphericalHarmonics = loadSphericalHarmonics(assets, name) + + return IndirectLight.Builder() + .reflections(texture) + .irradiance(3, sphericalHarmonics) + .intensity(30_000.0f) + .build(engine) to texture +} + +private fun loadSphericalHarmonics(assets: AssetManager, name: String): FloatArray { + val re = Regex("""\(\s*([+-]?\d+\.\d+),\s*([+-]?\d+\.\d+),\s*([+-]?\d+\.\d+)\);""") + // 3 bands = 9 RGB coefficients, so 9 * 3 floats + val sphericalHarmonics = FloatArray(9 * 3) + BufferedReader(InputStreamReader(assets.open("$name/sh.txt"))).use { input -> + repeat(9) { i -> + val line = input.readLine() + re.find(line)?.let { + sphericalHarmonics[i * 3] = it.groups[1]?.value?.toFloat() ?: 0.0f + sphericalHarmonics[i * 3 + 1] = it.groups[2]?.value?.toFloat() ?: 0.0f + sphericalHarmonics[i * 3 + 2] = it.groups[3]?.value?.toFloat() ?: 0.0f + } + } + } + return sphericalHarmonics +} + +private fun loadSkybox(assets: AssetManager, name: String, engine: Engine): Pair { + val (w, h) = peekSize(assets, "$name/nx.rgbm") + val texture = Texture.Builder() + .width(w) + .height(h) + .levels(1) + .format(Texture.InternalFormat.RGBA8) + .rgbm(true) + .sampler(Texture.Sampler.SAMPLER_CUBEMAP) + .build(engine) + + loadCubemap(texture, assets, name, engine) + + return Skybox.Builder().environment(texture).build(engine) to texture +} + +private fun loadCubemap(texture: Texture, + assets: AssetManager, + name: String, + engine: Engine, + prefix: String = "", + level: Int = 0) { + // This is important, in the RGBM format the alpha channel does not encode + // opacity but a scale factor (to represent HDR data). We must tell Android + // to not premultiply the RGB channels by the alpha channel + val opts = BitmapFactory.Options().apply { inPremultiplied = false } + + // RGBM is always 4 bytes per pixel + val faceSize = texture.getWidth(level) * texture.getHeight(level) * 4 + val offsets = IntArray(6) { it * faceSize } + // Allocate enough memory for all the cubemap faces + val storage = ByteBuffer.allocateDirect(faceSize * 6) + + arrayOf("px", "nx", "py", "ny", "pz", "nz").forEach { suffix -> + assets.open("$name/$prefix$suffix.rgbm").use { + val bitmap = BitmapFactory.decodeStream(it, null, opts) + bitmap?.copyPixelsToBuffer(storage) + } + } + + // Rewind the texture buffer + storage.flip() + android.util.Log.d("Texture", "Cubemap level: $level $faceSize ${texture.getWidth(level)}") + + val buffer = Texture.PixelBufferDescriptor(storage, Texture.Format.RGBM, Texture.Type.UBYTE) + texture.setImage(engine, level, buffer, offsets) +} diff --git a/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/Io.kt b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/Io.kt new file mode 100644 index 00000000000..8d0afbc9032 --- /dev/null +++ b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/Io.kt @@ -0,0 +1,38 @@ +/* + * Copyright (C) 2018 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.google.android.filament.ibl + +import java.io.InputStream +import java.nio.ByteBuffer +import java.nio.ByteOrder + +fun readIntLE(input: InputStream): Int { + return input.read() and 0xff or ( + input.read() and 0xff shl 8) or ( + input.read() and 0xff shl 16) or ( + input.read() and 0xff shl 24) +} + +fun readFloat32LE(input: InputStream): Float { + val bytes = ByteArray(4) + input.read(bytes, 0, 4) + return ByteBuffer.wrap(bytes).order(ByteOrder.LITTLE_ENDIAN).float +} + +fun readUIntLE(input: InputStream): Long { + return readIntLE(input).toLong() and 0xFFFFFFFFL +} diff --git a/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MainActivity.kt b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MainActivity.kt new file mode 100644 index 00000000000..05b1d358e2c --- /dev/null +++ b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MainActivity.kt @@ -0,0 +1,338 @@ +/* + * Copyright (C) 2018 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.google.android.filament.ibl + +import android.animation.ValueAnimator +import android.app.Activity +import android.os.Bundle +import android.view.Choreographer +import android.view.Surface +import android.view.SurfaceView +import android.view.animation.LinearInterpolator + +import com.google.android.filament.* +import com.google.android.filament.android.UiHelper +import com.google.android.filament.filamat.MaterialBuilder + +import kotlin.math.PI +import kotlin.math.cos +import kotlin.math.sin + +class MainActivity : Activity() { + // Make sure to initialize Filament first + // This loads the JNI library needed by most API calls + companion object { + init { + Filament.init() + } + } + + // The View we want to render into + private lateinit var surfaceView: SurfaceView + // UiHelper is provided by Filament to manage SurfaceView and SurfaceTexture + private lateinit var uiHelper: UiHelper + // Choreographer is used to schedule new frames + private lateinit var choreographer: Choreographer + + // Engine creates and destroys Filament resources + // Each engine must be accessed from a single thread of your choosing + // Resources cannot be shared across engines + private lateinit var engine: Engine + // A renderer instance is tied to a single surface (SurfaceView, TextureView, etc.) + private lateinit var renderer: Renderer + // A scene holds all the renderable, lights, etc. to be drawn + private lateinit var scene: Scene + // A view defines a viewport, a scene and a camera for rendering + private lateinit var view: View + // Should be pretty obvious :) + private lateinit var camera: Camera + + private lateinit var material: Material + private lateinit var materialInstance: MaterialInstance + + private lateinit var mesh: Mesh + private lateinit var ibl: Ibl + + // Filament entity representing a renderable object + @Entity private var light = 0 + + // A swap chain is Filament's representation of a surface + private var swapChain: SwapChain? = null + + // Performs the rendering and schedules new frames + private val frameScheduler = FrameCallback() + + private val animator = ValueAnimator.ofFloat(0.0f, (2.0 * PI).toFloat()) + + override fun onCreate(savedInstanceState: Bundle?) { + super.onCreate(savedInstanceState) + + surfaceView = SurfaceView(this) + setContentView(surfaceView) + + choreographer = Choreographer.getInstance() + + setupSurfaceView() + setupFilament() + setupView() + setupScene() + } + + private fun setupSurfaceView() { + uiHelper = UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK) + uiHelper.renderCallback = SurfaceCallback() + + // NOTE: To choose a specific rendering resolution, add the following line: + // uiHelper.setDesiredSize(1280, 720) + + uiHelper.attachTo(surfaceView) + } + + private fun setupFilament() { + engine = Engine.create() + renderer = engine.createRenderer() + scene = engine.createScene() + view = engine.createView() + camera = engine.createCamera() + } + + private fun setupView() { + // Clear the background to middle-grey + // Setting up a clear color is useful for debugging but usually + // unnecessary when using a skybox + view.setClearColor(0.035f, 0.035f, 0.035f, 1.0f) + + // NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference + // view.isPostProcessingEnabled = false + + // Tell the view which camera we want to use + view.camera = camera + + // Tell the view which scene we want to render + view.scene = scene + } + + private fun setupScene() { + buildMaterial() + setupMaterial() + loadImageBasedLight() + + scene.skybox = ibl.skybox + scene.indirectLight = ibl.indirectLight + + // This map can contain named materials that will map to the material names + // loaded from the filamesh file. The material called "DefaultMaterial" is + // applied when no named material can be found + val materials = mapOf("DefaultMaterial" to materialInstance) + + // Load the mesh in the filamesh format (see filamesh tool) + mesh = loadMesh(assets, "models/shader_ball.filamesh", materials, engine) + + // Move the mesh down + // Filament uses column-major matrices + engine.transformManager.setTransform(engine.transformManager.getInstance(mesh.renderable), + floatArrayOf( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, -1.2f, 0.0f, 1.0f + )) + + // Add the entity to the scene to render it + scene.addEntity(mesh.renderable) + + // We now need a light, let's create a directional light + light = EntityManager.get().create() + + // Create a color from a temperature (D65) + val (r, g, b) = Colors.cct(6_500.0f) + LightManager.Builder(LightManager.Type.DIRECTIONAL) + .color(r, g, b) + // Intensity of the sun in lux on a clear day + .intensity(110_000.0f) + // The direction is normalized on our behalf + .direction(-0.753f, -1.0f, 0.890f) + .castShadows(true) + .build(engine, light) + + // Add the entity to the scene to light it + scene.addEntity(light) + + // Set the exposure on the camera, this exposure follows the sunny f/16 rule + // Since we've defined a light that has the same intensity as the sun, it + // guarantees a proper exposure + camera.setExposure(16.0f, 1.0f / 125.0f, 100.0f) + + startAnimation() + } + + private fun buildMaterial() { + // MaterialBuilder.init() must be called before any MaterialBuilder methods can be used. + // It only needs to be called once per process. + // When your app is done building materials, call MaterialBuilder.shutdown() to free + // internal MaterialBuilder resources. + MaterialBuilder.init() + + val matPackage = MaterialBuilder() + // By default, materials are generated only for DESKTOP. Since we're an Android + // app, we set the platform to MOBILE. + .platform(MaterialBuilder.Platform.MOBILE) + + // Set the name of the Material for debugging purposes. + .name("Clear coat") + + // Defaults to LIT. We could change the shading model here if we desired. + .shading(MaterialBuilder.Shading.LIT) + + // Add a parameter to the material that can be set via the setParameter method once + // we have a material instance. + .uniformParameter(MaterialBuilder.UniformType.FLOAT3, "baseColor") + + // Fragment block- see the material readme (docs/Materials.md.html) for the full + // specification. + .material("void material(inout MaterialInputs material) {\n" + + " prepareMaterial(material);\n" + + " material.baseColor.rgb = materialParams.baseColor;\n" + + " material.roughness = 0.65;\n" + + " material.metallic = 1.0;\n" + + " material.clearCoat = 1.0;\n" + + "}\n") + + .build() + + if (matPackage.isValid) { + val buffer = matPackage.buffer + material = Material.Builder().payload(buffer, buffer.remaining()).build(engine) + } + + // We're done building materials, so we call shutdown here to free resources. If we wanted + // to build more materials, we could call MaterialBuilder.init() again (with a slight + // performance hit). + MaterialBuilder.shutdown() + } + + private fun setupMaterial() { + // Create an instance of the material to set different parameters on it + materialInstance = material.createInstance() + // Specify that our color is in sRGB so the conversion to linear + // is done automatically for us. If you already have a linear color + // you can pass it directly, or use Colors.RgbType.LINEAR + materialInstance.setParameter("baseColor", Colors.RgbType.SRGB, 0.71f, 0.0f, 0.0f) + } + + private fun loadImageBasedLight() { + ibl = loadIbl(assets, "envs/flower_road_2k", engine) + ibl.indirectLight.intensity = 40_000.0f + } + + private fun startAnimation() { + // Animate the triangle + animator.interpolator = LinearInterpolator() + animator.duration = 18_000 + animator.repeatMode = ValueAnimator.RESTART + animator.repeatCount = ValueAnimator.INFINITE + animator.addUpdateListener { a -> + val v = (a.animatedValue as Float) + camera.lookAt(cos(v) * 4.5, 1.5, sin(v) * 4.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) + } + animator.start() + } + + override fun onResume() { + super.onResume() + choreographer.postFrameCallback(frameScheduler) + animator.start() + } + + override fun onPause() { + super.onPause() + choreographer.removeFrameCallback(frameScheduler) + animator.cancel() + } + + override fun onDestroy() { + super.onDestroy() + // Always detach the surface before destroying the engine + uiHelper.detach() + + // This ensures that all the commands we've sent to Filament have + // been processed before we attempt to destroy anything + Fence.waitAndDestroy(engine.createFence(Fence.Type.SOFT), Fence.Mode.FLUSH) + + // Cleanup all resources + destroyMesh(engine, mesh) + destroyIbl(engine, ibl) + engine.destroyEntity(light) + engine.destroyRenderer(renderer) + engine.destroyMaterialInstance(materialInstance) + engine.destroyMaterial(material) + engine.destroyView(view) + engine.destroyScene(scene) + engine.destroyCamera(camera) + + // Engine.destroyEntity() destroys Filament related resources only + // (components), not the entity itself + val entityManager = EntityManager.get() + entityManager.destroy(light) + + // Destroying the engine will free up any resource you may have forgotten + // to destroy, but it's recommended to do the cleanup properly + engine.destroy() + } + + inner class FrameCallback : Choreographer.FrameCallback { + override fun doFrame(frameTimeNanos: Long) { + // Schedule the next frame + choreographer.postFrameCallback(this) + + // This check guarantees that we have a swap chain + if (uiHelper.isReadyToRender) { + // If beginFrame() returns false you should skip the frame + // This means you are sending frames too quickly to the GPU + if (renderer.beginFrame(swapChain!!)) { + renderer.render(view) + renderer.endFrame() + } + } + } + } + + inner class SurfaceCallback : UiHelper.RendererCallback { + override fun onNativeWindowChanged(surface: Surface) { + swapChain?.let { engine.destroySwapChain(it) } + swapChain = engine.createSwapChain(surface) + } + + override fun onDetachedFromSurface() { + swapChain?.let { + engine.destroySwapChain(it) + // Required to ensure we don't return before Filament is done executing the + // destroySwapChain command, otherwise Android might destroy the Surface + // too early + engine.flushAndWait() + swapChain = null + } + } + + override fun onResized(width: Int, height: Int) { + val aspect = width.toDouble() / height.toDouble() + camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL) + + view.viewport = Viewport(0, 0, width, height) + } + } +} diff --git a/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MeshLoader.kt b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MeshLoader.kt new file mode 100644 index 00000000000..af895dc0c73 --- /dev/null +++ b/android/samples/material-builder/app/src/main/java/com/google/android/filament/ibl/MeshLoader.kt @@ -0,0 +1,266 @@ +/* + * Copyright (C) 2018 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.google.android.filament.ibl + +import android.content.res.AssetManager +import android.util.Log + +import com.google.android.filament.* +import com.google.android.filament.VertexBuffer.AttributeType.* +import com.google.android.filament.VertexBuffer.VertexAttribute.* + +import java.io.InputStream +import java.nio.charset.Charset +import java.nio.ByteBuffer +import java.nio.ByteOrder +import java.nio.channels.Channels +import java.nio.channels.ReadableByteChannel + +data class Mesh( + @Entity val renderable: Int, + val indexBuffer: IndexBuffer, + val vertexBuffer: VertexBuffer, + val aabb: Box) + +fun destroyMesh(engine: Engine, mesh: Mesh) { + engine.destroyEntity(mesh.renderable) + engine.destroyIndexBuffer(mesh.indexBuffer) + engine.destroyVertexBuffer(mesh.vertexBuffer) + EntityManager.get().destroy(mesh.renderable) +} + +fun loadMesh(assets: AssetManager, name: String, + materials: Map, engine: Engine): Mesh { + // See tools/filamesh/README.md for a description of the filamesh file format + assets.open(name).use { input -> + val header = readHeader(input) + + val channel = Channels.newChannel(input) + val vertexBufferData = readSizedData(channel, header.verticesSizeInBytes) + val indexBufferData = readSizedData(channel, header.indicesSizeInBytes) + + val parts = readParts(header, input) + val definedMaterials = readMaterials(input) + + val indexBuffer = createIndexBuffer(engine, header, indexBufferData) + val vertexBuffer = createVertexBuffer(engine, header, vertexBufferData) + + val renderable = createRenderable( + engine, header, indexBuffer, vertexBuffer, parts, definedMaterials, materials) + + return Mesh(renderable, indexBuffer, vertexBuffer, header.aabb) + } +} + +private const val FILAMESH_FILE_IDENTIFIER = "FILAMESH" +private const val MAX_UINT32 = 4294967295 + +@Suppress("unused") +private const val HEADER_FLAG_INTERLEAVED = 0x1L +private const val HEADER_FLAG_SNORM16_UV = 0x2L +@Suppress("unused") +private const val HEADER_FLAG_COMPRESSED = 0x4L + +private class Header { + var valid = false + var versionNumber = 0L + var parts = 0L + var aabb = Box() + var flags = 0L + var posOffset = 0L + var positionStride = 0L + var tangentOffset = 0L + var tangentStride = 0L + var colorOffset = 0L + var colorStride = 0L + var uv0Offset = 0L + var uv0Stride = 0L + var uv1Offset = 0L + var uv1Stride = 0L + var totalVertices = 0L + var verticesSizeInBytes = 0L + var indices16Bit = 0L + var totalIndices = 0L + var indicesSizeInBytes = 0L +} + +private class Part { + var offset = 0L + var indexCount = 0L + var minIndex = 0L + var maxIndex = 0L + var materialID = 0L + var aabb = Box() +} + +private fun readMagicNumber(input: InputStream): Boolean { + val temp = ByteArray(FILAMESH_FILE_IDENTIFIER.length) + input.read(temp) + val tempS = String(temp, Charset.forName("UTF-8")) + return tempS == FILAMESH_FILE_IDENTIFIER +} + +private fun readHeader(input: InputStream): Header { + val header = Header() + + if (!readMagicNumber(input)) { + Log.e("Filament", "Invalid filamesh file.") + return header + } + + header.versionNumber = readUIntLE(input) + header.parts = readUIntLE(input) + header.aabb = Box( + readFloat32LE(input), readFloat32LE(input), readFloat32LE(input), + readFloat32LE(input), readFloat32LE(input), readFloat32LE(input)) + header.flags = readUIntLE(input) + header.posOffset = readUIntLE(input) + header.positionStride = readUIntLE(input) + header.tangentOffset = readUIntLE(input) + header.tangentStride = readUIntLE(input) + header.colorOffset = readUIntLE(input) + header.colorStride = readUIntLE(input) + header.uv0Offset = readUIntLE(input) + header.uv0Stride = readUIntLE(input) + header.uv1Offset = readUIntLE(input) + header.uv1Stride = readUIntLE(input) + header.totalVertices = readUIntLE(input) + header.verticesSizeInBytes = readUIntLE(input) + header.indices16Bit = readUIntLE(input) + header.totalIndices = readUIntLE(input) + header.indicesSizeInBytes = readUIntLE(input) + + header.valid = true + return header +} + +private fun readSizedData(channel: ReadableByteChannel, sizeInBytes: Long): ByteBuffer { + val buffer = ByteBuffer.allocateDirect(sizeInBytes.toInt()) + buffer.order(ByteOrder.LITTLE_ENDIAN) + channel.read(buffer) + buffer.flip() + return buffer +} + +private fun readParts(header: Header, input: InputStream): List { + return List(header.parts.toInt()) { + val p = Part() + p.offset = readUIntLE(input) + p.indexCount = readUIntLE(input) + p.minIndex = readUIntLE(input) + p.maxIndex = readUIntLE(input) + p.materialID = readUIntLE(input) + p.aabb = Box( + readFloat32LE(input), readFloat32LE(input), readFloat32LE(input), + readFloat32LE(input), readFloat32LE(input), readFloat32LE(input)) + p + } +} + +private fun readMaterials(input: InputStream): List { + return List(readUIntLE(input).toInt()) { + val data = ByteArray(readUIntLE(input).toInt()) + input.read(data) + // Skip null terminator + input.skip(1) + data.toString(Charset.forName("UTF-8")) + } +} + +private fun createIndexBuffer(engine: Engine, header: Header, data: ByteBuffer): IndexBuffer { + val indexType = if (header.indices16Bit != 0L) { + IndexBuffer.Builder.IndexType.USHORT + } else { + IndexBuffer.Builder.IndexType.UINT + } + + return IndexBuffer.Builder() + .bufferType(indexType) + .indexCount(header.totalIndices.toInt()) + .build(engine) + .apply { setBuffer(engine, data) } +} + +private fun uvNormalized(header: Header) = header.flags and HEADER_FLAG_SNORM16_UV != 0L + +private fun createVertexBuffer(engine: Engine, header: Header, data: ByteBuffer): VertexBuffer { + val uvType = if (!uvNormalized(header)) { + HALF2 + } else { + SHORT2 + } + + val vertexBufferBuilder = VertexBuffer.Builder() + .bufferCount(1) + .vertexCount(header.totalVertices.toInt()) + // We store colors as unsigned bytes (0..255) but the shader wants values in the 0..1 + // range so we must mark this attribute normalized + .normalized(COLOR) + // The same goes for the tangent frame: we store it as a signed short, but we want + // values in 0..1 in the shader + .normalized(TANGENTS) + .attribute(POSITION, 0, HALF4, header.posOffset.toInt(), header.positionStride.toInt()) + .attribute(TANGENTS, 0, SHORT4, header.tangentOffset.toInt(), header.tangentStride.toInt()) + .attribute(COLOR, 0, UBYTE4, header.colorOffset.toInt(), header.colorStride.toInt()) + // UV coordinates are stored as normalized 16-bit integers or half-floats depending on + // the range they span. When stored as half-float, there is only enough precision for + // sub-pixel addressing in textures that are <= 1024x1024 + .attribute(UV0, 0, uvType, header.uv0Offset.toInt(), header.uv0Stride.toInt()) + // When UV coordinates are stored as 16-bit integers we must normalize them (we want + // values in the range -1..1) + .normalized(UV0, uvNormalized(header)) + + if (header.uv1Offset != MAX_UINT32 && header.uv1Stride != MAX_UINT32) { + vertexBufferBuilder + .attribute(UV1, 0, uvType, header.uv1Offset.toInt(), header.uv1Stride.toInt()) + .normalized(UV1, uvNormalized(header)) + } + + return vertexBufferBuilder.build(engine).apply { setBufferAt(engine, 0, data) } +} + +private fun createRenderable( + engine: Engine, + header: Header, + indexBuffer: IndexBuffer, + vertexBuffer: VertexBuffer, + parts: List, + definedMaterials: List, + materials: Map): Int { + + val builder = RenderableManager.Builder(header.parts.toInt()).boundingBox(header.aabb) + + repeat(header.parts.toInt()) { i -> + builder.geometry(i, + RenderableManager.PrimitiveType.TRIANGLES, + vertexBuffer, + indexBuffer, + parts[i].offset.toInt(), + parts[i].minIndex.toInt(), + parts[i].maxIndex.toInt(), + parts[i].indexCount.toInt()) + + // Find a material in the supplied material map, otherwise we fall back to + // the default material named "DefaultMaterial" + val material = materials[definedMaterials[parts[i].materialID.toInt()]] + material?.let { + builder.material(i, material) + } ?: builder.material(i, materials["DefaultMaterial"]!!) + } + + return EntityManager.get().create().apply { builder.build(engine, this) } +} diff --git a/android/samples/material-builder/app/src/main/materials/clear_coat.mat b/android/samples/material-builder/app/src/main/materials/clear_coat.mat new file mode 100644 index 00000000000..077fd2774d0 --- /dev/null +++ b/android/samples/material-builder/app/src/main/materials/clear_coat.mat @@ -0,0 +1,27 @@ +// Clear coat material with a single parameter: +// - baseColor + +material { + name : clear_coat, + shadingModel : lit, + parameters : [ + { + type : float3, + name : baseColor + } + ], +} + +fragment { + void material(inout MaterialInputs material) { + prepareMaterial(material); + + material.baseColor.rgb = materialParams.baseColor; + + // To create a metallic paint-like material we want + // a rough base metallic layer and a glossy clear coat + material.roughness = 0.65; + material.metallic = 1.0; + material.clearCoat = 1.0; + } +} diff --git a/android/samples/material-builder/app/src/main/res/drawable-v24/ic_launcher_foreground.xml b/android/samples/material-builder/app/src/main/res/drawable-v24/ic_launcher_foreground.xml new file mode 100644 index 00000000000..b1517edf496 --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/drawable-v24/ic_launcher_foreground.xml @@ -0,0 +1,34 @@ + + + + + + + + + + + diff --git a/android/samples/material-builder/app/src/main/res/drawable/ic_launcher_background.xml b/android/samples/material-builder/app/src/main/res/drawable/ic_launcher_background.xml new file mode 100644 index 00000000000..88e31872fef --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/drawable/ic_launcher_background.xml @@ -0,0 +1,171 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml b/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml new file mode 100644 index 00000000000..6d5e5d094cb --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml @@ -0,0 +1,5 @@ + + + + + \ No newline at end of file diff --git a/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml b/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml new file mode 100644 index 00000000000..6d5e5d094cb --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml @@ -0,0 +1,5 @@ + + + + + \ No newline at end of file diff --git a/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher.png b/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher.png new file mode 100644 index 00000000000..a2f5908281d Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher_round.png b/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher_round.png new file mode 100644 index 00000000000..1b523998081 Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-hdpi/ic_launcher_round.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher.png b/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher.png new file mode 100644 index 00000000000..ff10afd6e18 Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher_round.png b/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher_round.png new file mode 100644 index 00000000000..115a4c768a2 Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-mdpi/ic_launcher_round.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher.png b/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher.png new file mode 100644 index 00000000000..dcd3cd80833 Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png b/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png new file mode 100644 index 00000000000..459ca609d3a Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher.png b/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher.png new file mode 100644 index 00000000000..8ca12fe024b Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png b/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png new file mode 100644 index 00000000000..8e19b410a1b Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png b/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png new file mode 100644 index 00000000000..b824ebdd48d Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png differ diff --git a/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png b/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png new file mode 100644 index 00000000000..4c19a13c239 Binary files /dev/null and b/android/samples/material-builder/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png differ diff --git a/android/samples/material-builder/app/src/main/res/values/colors.xml b/android/samples/material-builder/app/src/main/res/values/colors.xml new file mode 100644 index 00000000000..5a077b3a78f --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/values/colors.xml @@ -0,0 +1,6 @@ + + + #3F51B5 + #303F9F + #FF4081 + diff --git a/android/samples/material-builder/app/src/main/res/values/strings.xml b/android/samples/material-builder/app/src/main/res/values/strings.xml new file mode 100644 index 00000000000..a0c36da0403 --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/values/strings.xml @@ -0,0 +1,3 @@ + + Image-Based Lighting + diff --git a/android/samples/material-builder/app/src/main/res/values/styles.xml b/android/samples/material-builder/app/src/main/res/values/styles.xml new file mode 100644 index 00000000000..a7a06158ff1 --- /dev/null +++ b/android/samples/material-builder/app/src/main/res/values/styles.xml @@ -0,0 +1,8 @@ + + + + + + diff --git a/android/samples/material-builder/build.gradle b/android/samples/material-builder/build.gradle new file mode 100644 index 00000000000..ee486a6830e --- /dev/null +++ b/android/samples/material-builder/build.gradle @@ -0,0 +1,27 @@ +// Top-level build file where you can add configuration options common to all sub-projects/modules. + +buildscript { + ext.kotlin_version = '1.3.11' + repositories { + google() + jcenter() + } + dependencies { + classpath 'com.android.tools.build:gradle:3.3.0' + classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" + + // NOTE: Do not place your application dependencies here; they belong + // in the individual module build.gradle files + } +} + +allprojects { + repositories { + google() + jcenter() + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/android/samples/material-builder/gradle.properties b/android/samples/material-builder/gradle.properties new file mode 100644 index 00000000000..743d692ce15 --- /dev/null +++ b/android/samples/material-builder/gradle.properties @@ -0,0 +1,13 @@ +# Project-wide Gradle settings. +# IDE (e.g. Android Studio) users: +# Gradle settings configured through the IDE *will override* +# any settings specified in this file. +# For more details on how to configure your build environment visit +# http://www.gradle.org/docs/current/userguide/build_environment.html +# Specifies the JVM arguments used for the daemon process. +# The setting is particularly useful for tweaking memory settings. +org.gradle.jvmargs=-Xmx1536m +# When configured, Gradle will run in incubating parallel mode. +# This option should only be used with decoupled projects. More details, visit +# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects +# org.gradle.parallel=true diff --git a/android/samples/material-builder/gradle/wrapper/gradle-wrapper.jar b/android/samples/material-builder/gradle/wrapper/gradle-wrapper.jar new file mode 100644 index 00000000000..7a3265ee94c Binary files /dev/null and b/android/samples/material-builder/gradle/wrapper/gradle-wrapper.jar differ diff --git a/android/samples/material-builder/gradle/wrapper/gradle-wrapper.properties b/android/samples/material-builder/gradle/wrapper/gradle-wrapper.properties new file mode 100644 index 00000000000..211d24a4889 --- /dev/null +++ b/android/samples/material-builder/gradle/wrapper/gradle-wrapper.properties @@ -0,0 +1,6 @@ +#Mon Jan 14 11:08:47 PST 2019 +distributionBase=GRADLE_USER_HOME +distributionPath=wrapper/dists +zipStoreBase=GRADLE_USER_HOME +zipStorePath=wrapper/dists +distributionUrl=https\://services.gradle.org/distributions/gradle-4.10.1-all.zip diff --git a/android/samples/material-builder/gradlew b/android/samples/material-builder/gradlew new file mode 100755 index 00000000000..cccdd3d517f --- /dev/null +++ b/android/samples/material-builder/gradlew @@ -0,0 +1,172 @@ +#!/usr/bin/env sh + +############################################################################## +## +## Gradle start up script for UN*X +## +############################################################################## + +# Attempt to set APP_HOME +# Resolve links: $0 may be a link +PRG="$0" +# Need this for relative symlinks. +while [ -h "$PRG" ] ; do + ls=`ls -ld "$PRG"` + link=`expr "$ls" : '.*-> \(.*\)$'` + if expr "$link" : '/.*' > /dev/null; then + PRG="$link" + else + PRG=`dirname "$PRG"`"/$link" + fi +done +SAVED="`pwd`" +cd "`dirname \"$PRG\"`/" >/dev/null +APP_HOME="`pwd -P`" +cd "$SAVED" >/dev/null + +APP_NAME="Gradle" +APP_BASE_NAME=`basename "$0"` + +# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +DEFAULT_JVM_OPTS="" + +# Use the maximum available, or set MAX_FD != -1 to use that value. +MAX_FD="maximum" + +warn () { + echo "$*" +} + +die () { + echo + echo "$*" + echo + exit 1 +} + +# OS specific support (must be 'true' or 'false'). +cygwin=false +msys=false +darwin=false +nonstop=false +case "`uname`" in + CYGWIN* ) + cygwin=true + ;; + Darwin* ) + darwin=true + ;; + MINGW* ) + msys=true + ;; + NONSTOP* ) + nonstop=true + ;; +esac + +CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar + +# Determine the Java command to use to start the JVM. +if [ -n "$JAVA_HOME" ] ; then + if [ -x "$JAVA_HOME/jre/sh/java" ] ; then + # IBM's JDK on AIX uses strange locations for the executables + JAVACMD="$JAVA_HOME/jre/sh/java" + else + JAVACMD="$JAVA_HOME/bin/java" + fi + if [ ! -x "$JAVACMD" ] ; then + die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." + fi +else + JAVACMD="java" + which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." +fi + +# Increase the maximum file descriptors if we can. +if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then + MAX_FD_LIMIT=`ulimit -H -n` + if [ $? -eq 0 ] ; then + if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then + MAX_FD="$MAX_FD_LIMIT" + fi + ulimit -n $MAX_FD + if [ $? -ne 0 ] ; then + warn "Could not set maximum file descriptor limit: $MAX_FD" + fi + else + warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT" + fi +fi + +# For Darwin, add options to specify how the application appears in the dock +if $darwin; then + GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\"" +fi + +# For Cygwin, switch paths to Windows format before running java +if $cygwin ; then + APP_HOME=`cygpath --path --mixed "$APP_HOME"` + CLASSPATH=`cygpath --path --mixed "$CLASSPATH"` + JAVACMD=`cygpath --unix "$JAVACMD"` + + # We build the pattern for arguments to be converted via cygpath + ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null` + SEP="" + for dir in $ROOTDIRSRAW ; do + ROOTDIRS="$ROOTDIRS$SEP$dir" + SEP="|" + done + OURCYGPATTERN="(^($ROOTDIRS))" + # Add a user-defined pattern to the cygpath arguments + if [ "$GRADLE_CYGPATTERN" != "" ] ; then + OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)" + fi + # Now convert the arguments - kludge to limit ourselves to /bin/sh + i=0 + for arg in "$@" ; do + CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -` + CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option + + if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition + eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"` + else + eval `echo args$i`="\"$arg\"" + fi + i=$((i+1)) + done + case $i in + (0) set -- ;; + (1) set -- "$args0" ;; + (2) set -- "$args0" "$args1" ;; + (3) set -- "$args0" "$args1" "$args2" ;; + (4) set -- "$args0" "$args1" "$args2" "$args3" ;; + (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;; + (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;; + (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;; + (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;; + (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;; + esac +fi + +# Escape application args +save () { + for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done + echo " " +} +APP_ARGS=$(save "$@") + +# Collect all arguments for the java command, following the shell quoting and substitution rules +eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS" + +# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong +if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then + cd "$(dirname "$0")" +fi + +exec "$JAVACMD" "$@" diff --git a/android/samples/material-builder/gradlew.bat b/android/samples/material-builder/gradlew.bat new file mode 100644 index 00000000000..e95643d6a2c --- /dev/null +++ b/android/samples/material-builder/gradlew.bat @@ -0,0 +1,84 @@ +@if "%DEBUG%" == "" @echo off +@rem ########################################################################## +@rem +@rem Gradle startup script for Windows +@rem +@rem ########################################################################## + +@rem Set local scope for the variables with windows NT shell +if "%OS%"=="Windows_NT" setlocal + +set DIRNAME=%~dp0 +if "%DIRNAME%" == "" set DIRNAME=. +set APP_BASE_NAME=%~n0 +set APP_HOME=%DIRNAME% + +@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +set DEFAULT_JVM_OPTS= + +@rem Find java.exe +if defined JAVA_HOME goto findJavaFromJavaHome + +set JAVA_EXE=java.exe +%JAVA_EXE% -version >NUL 2>&1 +if "%ERRORLEVEL%" == "0" goto init + +echo. +echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:findJavaFromJavaHome +set JAVA_HOME=%JAVA_HOME:"=% +set JAVA_EXE=%JAVA_HOME%/bin/java.exe + +if exist "%JAVA_EXE%" goto init + +echo. +echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:init +@rem Get command-line arguments, handling Windows variants + +if not "%OS%" == "Windows_NT" goto win9xME_args + +:win9xME_args +@rem Slurp the command line arguments. +set CMD_LINE_ARGS= +set _SKIP=2 + +:win9xME_args_slurp +if "x%~1" == "x" goto execute + +set CMD_LINE_ARGS=%* + +:execute +@rem Setup the command line + +set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar + +@rem Execute Gradle +"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% + +:end +@rem End local scope for the variables with windows NT shell +if "%ERRORLEVEL%"=="0" goto mainEnd + +:fail +rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of +rem the _cmd.exe /c_ return code! +if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 +exit /b 1 + +:mainEnd +if "%OS%"=="Windows_NT" endlocal + +:omega diff --git a/android/samples/material-builder/settings.gradle b/android/samples/material-builder/settings.gradle new file mode 100644 index 00000000000..8758ae6e581 --- /dev/null +++ b/android/samples/material-builder/settings.gradle @@ -0,0 +1,4 @@ +includeBuild '../../filament-android' +includeBuild '../../filamat-android' + +include ':app'