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samples/sample_normal_map.cpp
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324
samples/sample_normal_map.cpp
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/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <string>
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#include <map>
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#include <vector>
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#include <getopt/getopt.h>
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#include <utils/Path.h>
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#include <filament/Engine.h>
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#include <filament/LightManager.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/RenderableManager.h>
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#include <filament/TransformManager.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <math/mat3.h>
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#include <math/mat4.h>
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#include <math/vec4.h>
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#include "app/Config.h"
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#include "app/FilamentApp.h"
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#include "app/MeshIO.h"
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#include <stb_image.h>
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#include <utils/EntityManager.h>
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#include <filamat/MaterialBuilder.h>
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using namespace math;
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using namespace filament;
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using namespace filamat;
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using namespace utils;
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static std::vector<Path> g_filenames;
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static std::map<std::string, MaterialInstance*> g_materialInstances;
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static std::vector<MeshIO::Mesh> g_meshes;
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static const Material* g_material;
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static Entity g_light;
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static Texture* g_normalMap = nullptr;
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static Texture* g_baseColorMap = nullptr;
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static Config g_config;
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static struct NormalConfig {
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std::string normalMap;
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std::string baseColorMap;
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} g_normalConfig;
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static void printUsage(char* name) {
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std::string exec_name(Path(name).getName());
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std::string usage(
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"SAMPLE_NORMAL_MAP is an example of normal mapping\n"
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"Usage:\n"
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" SAMPLE_NORMAL_MAP [options] <filamesh input files>\n"
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"Options:\n"
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" --help, -h\n"
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" Prints this message\n\n"
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" --ibl=<path to cmgen IBL>, -i <path>\n"
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" Applies an IBL generated by cmgen's deploy option\n\n"
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" --split-view, -v\n"
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" Splits the window into 4 views\n\n"
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" --scale=[number], -s [number]\n"
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" Applies uniform scale\n\n"
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" --normal-map=<path to PNG/JPG/BMP/GIF/TGA/PSD>, -n <path>\n"
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" Normal map to apply to the loaded meshes\n\n"
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" --basecolor-map=<path to PNG/JPG/BMP/GIF/TGA/PSD>, -c <path>\n"
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" Base color map to apply to the loaded meshes\n\n"
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);
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const std::string from("SAMPLE_NORMAL_MAP");
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for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
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usage.replace(pos, from.length(), exec_name);
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}
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std::cout << usage;
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}
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static int handleCommandLineArgments(int argc, char* argv[], Config* config) {
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static constexpr const char* OPTSTR = "hi:vs:n:a:c:";
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static const struct option OPTIONS[] = {
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{ "help", no_argument, 0, 'h' },
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{ "ibl", required_argument, 0, 'i' },
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{ "split-view", no_argument, 0, 'v' },
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{ "scale", required_argument, 0, 's' },
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{ "normal-map", required_argument, 0, 'n' },
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{ "basecolor-map", required_argument, 0, 'c' },
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{ 0, 0, 0, 0 } // termination of the option list
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};
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int opt;
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int option_index = 0;
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while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) {
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std::string arg(optarg ? optarg : "");
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switch (opt) {
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default:
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case 'h':
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printUsage(argv[0]);
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exit(0);
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case 'i':
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config->iblDirectory = arg;
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break;
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case 's':
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try {
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config->scale = std::stof(arg);
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} catch (std::invalid_argument& e) {
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// keep scale of 1.0
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} catch (std::out_of_range& e) {
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// keep scale of 1.0
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}
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break;
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case 'v':
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config->splitView = true;
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break;
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case 'n':
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g_normalConfig.normalMap = arg;
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break;
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case 'c':
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g_normalConfig.baseColorMap = arg;
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break;
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}
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}
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return optind;
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}
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static void cleanup(Engine* engine, View* view, Scene* scene) {
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engine->destroy(g_normalMap);
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for (auto material : g_materialInstances) {
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engine->destroy(material.second);
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}
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engine->destroy(g_material);
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EntityManager& em = EntityManager::get();
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for (auto mesh : g_meshes) {
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engine->destroy(mesh.vertexBuffer);
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engine->destroy(mesh.indexBuffer);
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engine->destroy(mesh.renderable);
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em.destroy(mesh.renderable);
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}
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engine->destroy(g_light);
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em.destroy(g_light);
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}
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void loadNormalMap(Engine* engine) {
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if (!g_normalConfig.normalMap.empty()) {
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Path path(g_normalConfig.normalMap);
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if (path.exists()) {
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int w, h, n;
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unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3);
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if (data != nullptr) {
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g_normalMap = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(driver::TextureFormat::RGB8)
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.build(*engine);
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Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3),
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Texture::Format::RGB, Texture::Type::UBYTE,
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(driver::BufferDescriptor::Callback)&stbi_image_free);
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g_normalMap->setImage(*engine, 0, std::move(buffer));
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g_normalMap->generateMipmaps(*engine);
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} else {
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std::cout << "The normal map " << path << " could not be loaded" << std::endl;
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}
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} else {
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std::cout << "The normal map " << path << " does not exist" << std::endl;
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}
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}
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}
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void loadBaseColorMap(Engine* engine) {
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if (!g_normalConfig.baseColorMap.empty()) {
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Path path(g_normalConfig.baseColorMap);
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if (path.exists()) {
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int w, h, n;
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unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3);
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if (data != nullptr) {
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g_baseColorMap = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(driver::TextureFormat::SRGB8)
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.build(*engine);
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Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3),
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Texture::Format::RGB, Texture::Type::UBYTE,
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(driver::BufferDescriptor::Callback)&stbi_image_free);
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g_baseColorMap->setImage(*engine, 0, std::move(buffer));
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g_baseColorMap->generateMipmaps(*engine);
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} else {
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std::cout << "The base color map " << path << " could not be loaded" << std::endl;
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}
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} else {
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std::cout << "The base color map " << path << " does not exist" << std::endl;
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}
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}
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}
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static void setup(Engine* engine, View* view, Scene* scene) {
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loadNormalMap(engine);
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loadBaseColorMap(engine);
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bool hasNormalMap = g_normalMap != nullptr;
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bool hasBaseColorMap = g_baseColorMap != nullptr;
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std::string shader = R"SHADER(
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void material(inout MaterialInputs material) {
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#if defined(MATERIAL_HAS_NORMAL)
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material.normal = texture(materialParams_normalMap, getUV0()).xyz * 2.0 - 1.0;
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#endif
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prepareMaterial(material);
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)SHADER";
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if (hasBaseColorMap) {
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shader += R"SHADER(
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material.baseColor.rgb = texture(materialParams_baseColorMap, getUV0()).rgb;
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material.metallic = 1.0;
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material.roughness = 0.6;
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)SHADER";
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} else {
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shader += R"SHADER(
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material.baseColor.rgb = float3(0.93, 0.51, 0.34);
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material.metallic = 1.0;
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material.roughness = 0.3;
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)SHADER";
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}
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shader += "}\n";
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MaterialBuilder builder = MaterialBuilder()
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.name("DefaultMaterial")
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.set(Property::BASE_COLOR)
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.set(Property::METALLIC)
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.set(Property::ROUGHNESS)
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.material(shader.c_str())
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.shading(Shading::LIT);
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if (hasNormalMap) {
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builder
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.require(VertexAttribute::UV0)
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap")
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.set(Property::NORMAL);
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}
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if (hasBaseColorMap) {
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builder
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.require(VertexAttribute::UV0)
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap");
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}
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Package pkg = builder.build();
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g_material = Material::Builder().package(pkg.getData(), pkg.getSize())
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.build(*engine);
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g_materialInstances["DefaultMaterial"] = g_material->createInstance();
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TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
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TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT);
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sampler.setAnisotropy(8.0f);
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if (hasNormalMap) {
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g_materialInstances["DefaultMaterial"]->setParameter("normalMap", g_normalMap, sampler);
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}
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if (hasBaseColorMap) {
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g_materialInstances["DefaultMaterial"]->setParameter("baseColorMap", g_baseColorMap, sampler);
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}
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auto& tcm = engine->getTransformManager();
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for (auto filename : g_filenames) {
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MeshIO::Mesh mesh = MeshIO::loadMeshFromFile(engine, filename, g_materialInstances);
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if (mesh.renderable) {
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auto ei = tcm.getInstance(mesh.renderable);
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tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } *
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tcm.getWorldTransform(ei));
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scene->addEntity(mesh.renderable);
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g_meshes.push_back(mesh);
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}
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}
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g_light = EntityManager::get().create();
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LightManager::Builder(LightManager::Type::DIRECTIONAL)
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.color(Color::toLinear<ACCURATE>({0.98f, 0.92f, 0.89f}))
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.intensity(110000)
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.direction({0.6, -1, -0.8})
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.build(*engine, g_light);
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scene->addEntity(g_light);
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}
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int main(int argc, char* argv[]) {
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int option_index = handleCommandLineArgments(argc, argv, &g_config);
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int num_args = argc - option_index;
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if (num_args < 1) {
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printUsage(argv[0]);
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return 1;
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}
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for (int i = option_index; i < argc; i++) {
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utils::Path filename = argv[i];
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if (!filename.exists()) {
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std::cerr << "file " << argv[option_index] << " not found!" << std::endl;
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return 1;
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}
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g_filenames.push_back(filename);
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}
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g_config.title = "Normal Mapping";
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FilamentApp& filamentApp = FilamentApp::get();
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filamentApp.run(g_config, setup, cleanup);
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return 0;
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}
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