Commit Graph
12 Commits
Author SHA1 Message Date
Philip Rideout c4abe4f46a gltfio: allow zero-instance assets.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.

In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.

One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
2022-09-14 16:40:47 -07:00
Philip Rideout 8118b4a774 gltfio: reset MaterialInstance cache for each instance.
For each "cgltf_material", we now create one "MaterialInstance", even
if a given asset has multiple instances. In the future, we might make
this behavior configurable to make better use of Filament's
auto-instancing feature.

This change is a feature request from Google, but also this behavior is
more consistent with the code comments.

Also some related cleanup:

(1) Use FixedCapacityVector instead of robin_map.

(2) Move the cache to move out of the asset and into the loader,
    because it is only used at load time.
2022-08-30 12:03:52 -07:00
Philip Rideout 45e8c57f77 gltfio: Innocuous comment fixes / renamings. 2022-08-29 13:06:13 -07:00
Philip Rideout eb1b700ef7 gltfio: minor fixups to prep for g3 integration. 2022-07-15 08:36:53 -07:00
Philip Rideout 30dbd3ac4f Rename gltfio to filament::gltfio. 2022-06-06 16:25:02 -07:00
Philip Rideout f847232296 gltfio: introduce TextureProvider API.
This allows clients to provide their own asynchronous texture decoders
for various mime-typed images. This is a plug-in component for gltfio,
in some ways similar to MaterialProvider.

There are two motivations for this: to decouple gltfio from STB and
to make it easier to integrate support for BasisU textures.

This also has the side effect of simplifying ResourceLoader, since the
texture decoding jobs have been moved out.

As part of this work, I made the "stb" CMake target into a traditional
static library. Previously we had several files called `Image.cpp`
whose sole purpose was to enable STB_IMAGE_IMPLEMENTATION.
2022-04-21 13:25:40 -07:00
Philip Rideout 70dba2398e gltfio: add createInstance() to AssetLoader.
Note that this API is on the loader rather than the asset. This is
because the loader knows how to create Filament entities by traversing
a cgltf node hierarchy.

Animation on dynamically added instances is not yet supported.

We did not add destroyInstance() because gltfio favors flat arrays for
long term storage of entity lists and instance lists, which would be
slow to shift. We also wish to discourage create/destroy churn since it
is more efficient to pre-allocate instances and selectively add them
into the scene.

Fixes #3137.
2020-11-02 09:47:14 -08:00
Philip Rideout 8f2df79a96 gltfio: clean up finalize(). 2020-02-07 18:54:46 -08:00
Philip Rideout b89cac48c5 gltfio: fix regression with un-textured renderables. 2020-02-07 09:44:42 -08:00
Philip Rideout 8020f7eb78 gltfio: add plural version of popRenderable 2020-02-04 12:47:32 -08:00
Philip Rideout e8e847a662 gltfio: various cleanup in response to PR review 2020-02-04 12:47:32 -08:00
Philip Rideout d2c883877d gltfio: hide entities with not-yet-ready textures.
This feature adds one new method to `FilamentAsset` and uses it in our
Kotlin, JavaScript, and C++ helpers:

    utils::Entity popRenderable() noexcept;

This pops a ready renderable off an internal queue, or returns 0 if no
renderables have become ready. It provides a simple way for clients to
gradually add renderables to the scene as they become ready. Previously
clients could only get the entire list of entities, regardless of
whether they had Renderable components or complete textures.

To facilitate this feature, this PR adds a new internal-only class to
gltfio called `DependencyGraph`, which is a temporary object used for
bookkeeping during the asynchronous load.

`DependencyGraph` discovers ready-to-render entities by tracking the
textures that each entity depends on. This is a graph because
renderables connect to a set of material instances, which in turn
connect to a set of parameter names, which in turn connect to a set of
texture objects. These relationships are not easily inspectable using
the Filament API or ECS.
2020-02-04 12:47:32 -08:00