RAMSES Documentation  27.0.130
Information for RAMSES users and developers
ramses-example-interleaved-vertex-buffers/src/main.cpp

Interleaved vertex buffers Example

// -------------------------------------------------------------------------
// Copyright (C) 2020 BMW AG
// -------------------------------------------------------------------------
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
// -------------------------------------------------------------------------
#include "ramses-client.h"
#include <thread>
int main(int argc, char* argv[])
{
// register at RAMSES daemon
ramses::RamsesFramework framework(argc, argv);
ramses::RamsesClient& ramses(*framework.createClient("ramses-example-interleaved-vertex-buffers"));
framework.connect();
// create a scene for distributing content
ramses::Scene* scene = ramses.createScene(ramses::sceneId_t(123u), ramses::SceneConfig(), "interleaved vertex buffers scene");
// every scene needs a render pass with camera
auto* camera = scene->createPerspectiveCamera("my camera");
camera->setViewport(0, 0, 1280u, 480u);
camera->setFrustum(19.f, 1280.f / 480.f, 0.1f, 1500.f);
camera->setTranslation(0.0f, 0.0f, 5.0f);
ramses::RenderPass* renderPass = scene->createRenderPass("my render pass");
renderPass->setCamera(*camera);
ramses::RenderGroup* renderGroup = scene->createRenderGroup();
renderPass->addRenderGroup(*renderGroup);
// IMPORTANT NOTE: For simplicity and readability the example code does not check return values from API calls.
// This should not be the case for real applications.
// prepare triangle geometry: interleaved position and color data for each vertex
const float vertexData[] = {
-1.f, 0.f, -1.f, 1.f, //vertex 1 position vec4
1.f, 0.f, 0.f, //vertex 1 color vec3
1.f, 0.f, -1.f, 1.f, //vertex 2 position vec4
0.f, 1.f, 0.f, //vertex 2 color vec3
0.f, 1.f, -1.f, 1.f, //vertex 3 position vec4
0.f, 0.f, 1.f, //vertex 3 color vec3
};
ramses::ArrayBuffer* vertexDataBuffer = scene->createArrayBuffer(ramses::EDataType::ByteBlob, sizeof(vertexData));
vertexDataBuffer->updateData(0u, sizeof(vertexData), vertexData);
// create an appearance for triangle
effectDesc.setVertexShaderFromFile("res/ramses-example-interleaved-vertex-buffers.vert");
effectDesc.setFragmentShaderFromFile("res/ramses-example-interleaved-vertex-buffers.frag");
const ramses::Effect* effect = scene->createEffect(effectDesc, ramses::ResourceCacheFlag_DoNotCache, "glsl shader");
ramses::Appearance* appearance = scene->createAppearance(*effect, "appearance");
// set vertex positions and color in geometry
ramses::GeometryBinding* geometry = scene->createGeometryBinding(*effect, "geometry");
ramses::AttributeInput positionsInput;
effect->findAttributeInput("a_position", positionsInput);
effect->findAttributeInput("a_color", colorsInput);
//positions have Zero offset
constexpr uint16_t positionsOffset = 0u;
//colors have offset equal to size of 4 floats, because for every vertex color data starts (directly) after position which is vec4
constexpr uint16_t colorsOffset = 4 * sizeof(float);
//Stride is equal to size of 7 floats (vec4 position + vec3 color)
constexpr uint16_t stride = 7 * sizeof(float);
//HINT:
//In this "specific" example another way to safely calculate offsets and stride would be to add the size of the previous data type to previous offset:
//constexpr uint16_t positionsOffset = 0u + 0u; //vertex data starts by position
//constexpr uint16_t colorsOffset = positionsOffset + uint16_t(ramses::GetSizeOfDataType(ramses::EDataType::Vector4F));
//constexpr uint16_t stride = colorsOffset + uint16_t(ramses::GetSizeOfDataType(ramses::EDataType::Vector3F));
geometry->setInputBuffer(positionsInput, *vertexDataBuffer, positionsOffset, stride);
geometry->setInputBuffer(colorsInput, *vertexDataBuffer, colorsOffset, stride);
// create a mesh node to define the triangle with chosen appearance
ramses::MeshNode* meshNode = scene->createMeshNode("triangle mesh node");
meshNode->setAppearance(*appearance);
meshNode->setIndexCount(3);
meshNode->setGeometryBinding(*geometry);
// mesh needs to be added to a render group that belongs to a render pass with camera in order to be rendered
renderGroup->addMeshNode(*meshNode);
// signal the scene it is in a state that can be rendered
scene->flush();
// distribute the scene to RAMSES
scene->publish();
// application logic
std::this_thread::sleep_for(std::chrono::seconds(10));
// shutdown: stop distribution, free resources, unregister
scene->unpublish();
scene->destroy(*vertexDataBuffer);
ramses.destroy(*scene);
framework.disconnect();
return 0;
}
The Appearance describes how an object should look like. This includes GLSL uniform values,...
Definition: Appearance.h:34
The ArrayBuffer is a data object used to provide vertex or index data to ramses::GeometryBinding::set...
Definition: ArrayBuffer.h:27
status_t updateData(uint32_t firstElement, uint32_t numElements, const void *bufferData)
Update data of the ArrayBuffer object.
The AttributeInput is a description of an attribute effect input.
Definition: AttributeInput.h:22
status_t setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height)
Sets the viewport to be used when rendering with this camera.
An effect description holds all necessary information for an effect to be created.
Definition: EffectDescription.h:21
status_t setVertexShaderFromFile(const char *shaderSourceFileName)
Reads and sets vertex shader source from file.
status_t setUniformSemantic(const char *inputName, EEffectUniformSemantic semanticType)
Sets an uniform semantic. Used for uniforms which are not locally available on the client,...
status_t setFragmentShaderFromFile(const char *shaderSourceFileName)
Reads and sets fragment shader source from file.
An effect describes how an object will be rendered to the screen.
Definition: Effect.h:26
status_t findAttributeInput(const char *inputName, AttributeInput &attributeInput) const
Finds attribute input by input name.
A geometry binding together with an appearance describe how an object will be rendered to the screen.
Definition: GeometryBinding.h:25
status_t setInputBuffer(const AttributeInput &attributeInput, const ArrayResource &arrayResource, uint32_t instancingDivisor=0)
Assign a data array resource to a given effect attribute input.
The MeshNode holds all information which is needed to render an object to the screen.
Definition: MeshNode.h:25
status_t setAppearance(Appearance &appearance)
Sets the Appearance of the MeshNode.
status_t setGeometryBinding(GeometryBinding &geometry)
Sets the GeometryBinding of the MeshNode.
status_t setIndexCount(uint32_t indexCount)
Sets the number of indices that will be used for rendering.
Entry point of RAMSES client API.
Definition: RamsesClient.h:34
Class representing ramses framework components that are needed to initialize an instance of ramses cl...
Definition: RamsesFramework.h:35
status_t connect()
Tries to establish a connection to the RAMSES system.
RamsesClient * createClient(const char *applicationName)
Create a new RamsesClient linked to this framework. Creation of multiple clients is supported....
status_t disconnect()
Disconnects the RamsesClient from the system.
The RenderGroup is a container used to collect renderables which are supposed to be rendered together...
Definition: RenderGroup.h:31
status_t addMeshNode(const MeshNode &mesh, int32_t orderWithinGroup=0)
Add a mesh to this RenderGroup. If a mesh is already contained in this RenderGroup only its render or...
The RenderPass is a container used to collect meshes which are supposed to be rendered together.
Definition: RenderPass.h:31
status_t setCamera(const Camera &camera)
Set the camera to use for rendering the objects of this renderpass.
status_t setClearFlags(uint32_t clearFlags)
Set the clear flags which enable/disable the clearing of the render target assigned to this RenderPas...
status_t addRenderGroup(const RenderGroup &renderGroup, int32_t orderWithinPass=0)
Add a RenderGroup to this RenderPass for rendering.
The SceneConfig holds a set of parameters to be used when creating a scene.
Definition: SceneConfig.h:22
The Scene holds a scene graph. It is the essential class for distributing content to the ramses syste...
Definition: Scene.h:83
MeshNode * createMeshNode(const char *name=nullptr)
Creates a scene graph MeshNode. MeshNode is a Node with additional properties and bindings that repre...
Effect * createEffect(const EffectDescription &effectDesc, resourceCacheFlag_t cacheFlag=ResourceCacheFlag_DoNotCache, const char *name=nullptr)
Create a new Effect by parsing a GLSL shader described by an EffectDescription instance....
status_t unpublish()
Unpublish the scene from the ramses system.
GeometryBinding * createGeometryBinding(const Effect &effect, const char *name=nullptr)
Creates a new GeometryBinding.
status_t publish(EScenePublicationMode publicationMode=EScenePublicationMode_LocalAndRemote)
Publishes the scene to the ramses system.
RenderPass * createRenderPass(const char *name=nullptr)
Create a render pass in the scene.
Appearance * createAppearance(const Effect &effect, const char *name=nullptr)
Creates a new Appearance.
status_t destroy(SceneObject &object)
Destroys a previously created object using this scene The object must be owned by this scene in order...
RenderGroup * createRenderGroup(const char *name=nullptr)
Create a RenderGroup instance in the scene.
PerspectiveCamera * createPerspectiveCamera(const char *name=nullptr)
Creates a Perspective Camera in this Scene.
ArrayBuffer * createArrayBuffer(EDataType dataType, uint32_t maxNumElements, const char *name=nullptr)
Create a new ramses::ArrayBuffer. The created object is a mutable buffer object that can be used as i...
status_t flush(sceneVersionTag_t sceneVersionTag=InvalidSceneVersionTag)
Commits all changes done to the scene since the last flush or since scene creation....
Helper class to create strongly typed values out of various types.
Definition: StronglyTypedValue.h:23
The RAMSES namespace contains all client side objects and functions used to implement RAMSES applicat...
Definition: AnimatedProperty.h:15
@ EClearFlags_None
Definition: RamsesFrameworkTypes.h:257
@ ModelViewProjectionMatrix
Model-view-projection matrix 4x4.
@ ByteBlob
array of raw bytes which gets typed later (e.g. interleaved vertex buffer) where one element is alway...
constexpr const resourceCacheFlag_t ResourceCacheFlag_DoNotCache
Requests the render to not cache a resource. This is the default value.
Definition: RamsesFrameworkTypes.h:212
int main(int argc, char *argv[])
Definition: main.cpp:21