/* * 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. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "app/Config.h" #include "app/IBL.h" #include "app/FilamentApp.h" #include "app/MeshAssimp.h" using namespace math; using namespace filament; using namespace filamat; using namespace utils; static constexpr uint8_t MATERIAL_UNLIT_PACKAGE[] = { #include "generated/material/sandboxUnlit.inc" }; static constexpr uint8_t MATERIAL_LIT_PACKAGE[] = { #include "generated/material/sandboxLit.inc" }; static constexpr uint8_t MATERIAL_LIT_FADE_PACKAGE[] = { #include "generated/material/sandboxLitFade.inc" }; static constexpr uint8_t MATERIAL_LIT_TRANSPARENT_PACKAGE[] = { #include "generated/material/sandboxLitTransparent.inc" }; static constexpr uint8_t MATERIAL_SUBSURFACE_PACKAGE[] = { #include "generated/material/sandboxSubsurface.inc" }; static constexpr uint8_t MATERIAL_CLOTH_PACKAGE[] = { #include "generated/material/sandboxCloth.inc" }; static constexpr uint8_t GROUND_SHADOW_PACKAGE[] = { #include "generated/material/groundShadow.inc" }; constexpr uint8_t MATERIAL_MODEL_UNLIT = 0; constexpr uint8_t MATERIAL_MODEL_LIT = 1; constexpr uint8_t MATERIAL_MODEL_SUBSURFACE = 2; constexpr uint8_t MATERIAL_MODEL_CLOTH = 3; constexpr uint8_t MATERIAL_UNLIT = 0; constexpr uint8_t MATERIAL_LIT = 1; constexpr uint8_t MATERIAL_SUBSURFACE = 2; constexpr uint8_t MATERIAL_CLOTH = 3; constexpr uint8_t MATERIAL_TRANSPARENT = 4; constexpr uint8_t MATERIAL_FADE = 5; constexpr uint8_t MATERIAL_COUNT = 6; constexpr uint8_t BLENDING_OPAQUE = 0; constexpr uint8_t BLENDING_TRANSPARENT = 1; constexpr uint8_t BLENDING_FADE = 2; static std::vector g_filenames; static Scene* g_scene = nullptr; std::unique_ptr g_meshSet; static std::map g_meshMaterialInstances; static const Material* g_material[MATERIAL_COUNT]; static MaterialInstance* g_materialInstance[MATERIAL_COUNT]; static Entity g_light; static bool g_has_directional_light = true; static sRGBColor g_color = sRGBColor{0.69f, 0.69f, 0.69f}; static float g_alpha = 1.0f; static float g_roughness = 0.6f; static float g_metallic = 0.0f; static float g_reflectance = 0.5f; static float g_clearCoat = 0.0f; static float g_clearCoatRoughness = 0.0f; static float g_anisotropy = 0.0f; static float g_thickness = 1.0f; static float g_subsurfacePower = 12.234f; static sRGBColor g_subsurfaceColor = sRGBColor{0.0f}; static sRGBColor g_sheenColor = sRGBColor{0.83f, 0.0f, 0.0f}; static int g_currentMaterialModel = MATERIAL_MODEL_LIT; static int g_currentBlending = BLENDING_OPAQUE; static bool g_castShadows = true; static sRGBColor g_lightColor = sRGBColor{0.98f, 0.92f, 0.89f}; static float g_lightIntensity = 110000.0f; static float3 g_lightDirection = {0.6f, -1.0f, -0.8f}; static float g_iblIntensity = 30000.0f; static float g_iblRotation = 0.0f; static float g_sunHaloSize = 10.0f; static float g_sunHaloFalloff = 80.0f; static float g_sunAngularRadius = 1.9f; static bool g_directional_light_enabled = true; static Config g_config; static bool g_shadowPlane = false; static void printUsage(char* name) { std::string exec_name(Path(name).getName()); std::string usage( "SAMPLE_MATERIAL showcases all material models\n" "Usage:\n" " SAMPLE_MATERIAL [options] \n" "Options:\n" " --help, -h\n" " Prints this message\n\n" " --api, -a\n" " Specify the backend API: opengl (default) or vulkan\n\n" " --ibl=, -i \n" " Applies an IBL generated by cmgen's deploy option\n\n" " --split-view, -v\n" " Splits the window into 4 views\n\n" " --scale=[number], -s [number]\n" " Applies uniform scale\n\n" " --shadow-plane, -p\n" " Enable shadow plane\n\n" ); const std::string from("SAMPLE_MATERIAL"); for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) { usage.replace(pos, from.length(), exec_name); } std::cout << usage; } static int handleCommandLineArgments(int argc, char* argv[], Config* config) { static constexpr const char* OPTSTR = "ha:vps:i:"; static const struct option OPTIONS[] = { { "help", no_argument, nullptr, 'h' }, { "api", required_argument, nullptr, 'a' }, { "ibl", required_argument, nullptr, 'i' }, { "split-view", no_argument, nullptr, 'v' }, { "scale", required_argument, nullptr, 's' }, { "shadow-plane", no_argument, nullptr, 'p' }, { nullptr, 0, nullptr, 0 } // termination of the option list }; int opt; int option_index = 0; while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) { std::string arg(optarg ? optarg : ""); switch (opt) { default: case 'h': printUsage(argv[0]); exit(0); case 'a': if (arg == "opengl") { config->backend = Engine::Backend::OPENGL; } else if (arg == "vulkan") { config->backend = Engine::Backend::VULKAN; } else { std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'." << std::endl; } break; case 'i': config->iblDirectory = arg; break; case 's': try { config->scale = std::stof(arg); } catch (std::invalid_argument& e) { // keep scale of 1.0 } catch (std::out_of_range& e) { // keep scale of 1.0 } break; case 'v': config->splitView = true; break; case 'p': g_shadowPlane = true; break; } } return optind; } static void cleanup(Engine* engine, View*, Scene*) { for (auto material : g_meshMaterialInstances) { engine->destroy(material.second); } for (auto& i : g_materialInstance) { engine->destroy(i); } for (auto& i : g_material) { engine->destroy(i); } g_meshSet.reset(nullptr); engine->destroy(g_light); EntityManager& em = EntityManager::get(); em.destroy(g_light); } static void setup(Engine* engine, View*, Scene* scene) { g_scene = scene; g_meshSet = std::make_unique(*engine); g_material[MATERIAL_UNLIT] = Material::Builder() .package((void*) MATERIAL_UNLIT_PACKAGE, sizeof(MATERIAL_UNLIT_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_UNLIT] = g_material[MATERIAL_UNLIT]->createInstance(); g_material[MATERIAL_LIT] = Material::Builder() .package((void*) MATERIAL_LIT_PACKAGE, sizeof(MATERIAL_LIT_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_LIT] = g_material[MATERIAL_LIT]->createInstance(); g_material[MATERIAL_TRANSPARENT] = Material::Builder() .package((void*) MATERIAL_LIT_TRANSPARENT_PACKAGE, sizeof(MATERIAL_LIT_TRANSPARENT_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_TRANSPARENT] = g_material[MATERIAL_TRANSPARENT]->createInstance(); g_material[MATERIAL_FADE] = Material::Builder() .package((void*) MATERIAL_LIT_FADE_PACKAGE, sizeof(MATERIAL_LIT_FADE_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_FADE] = g_material[MATERIAL_FADE]->createInstance(); g_material[MATERIAL_SUBSURFACE] = Material::Builder() .package((void*) MATERIAL_SUBSURFACE_PACKAGE, sizeof(MATERIAL_SUBSURFACE_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_SUBSURFACE] = g_material[MATERIAL_SUBSURFACE]->createInstance(); g_material[MATERIAL_CLOTH] = Material::Builder() .package((void*) MATERIAL_CLOTH_PACKAGE, sizeof(MATERIAL_CLOTH_PACKAGE)) .build(*engine); g_materialInstance[MATERIAL_CLOTH] = g_material[MATERIAL_CLOTH]->createInstance(); for (auto& filename : g_filenames) { g_meshSet->addFromFile(filename, g_meshMaterialInstances); } auto& tcm = engine->getTransformManager(); auto ei = tcm.getInstance(g_meshSet->getRenderables()[0]); tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } * tcm.getWorldTransform(ei)); auto& rcm = engine->getRenderableManager(); for (auto renderable : g_meshSet->getRenderables()) { auto instance = rcm.getInstance(renderable); if (!instance) continue; rcm.setCastShadows(instance, g_castShadows); for (size_t i = 0; i < rcm.getPrimitiveCount(instance); i++) { rcm.setMaterialInstanceAt(instance, i, g_materialInstance[MATERIAL_LIT]); } scene->addEntity(renderable); } g_light = EntityManager::get().create(); LightManager::Builder(LightManager::Type::SUN) .color(Color::toLinear(g_lightColor)) .intensity(g_lightIntensity) .direction(g_lightDirection) .castShadows(true) .sunAngularRadius(g_sunAngularRadius) .sunHaloSize(g_sunHaloSize) .sunHaloFalloff(g_sunHaloFalloff) .build(*engine, g_light); scene->addEntity(g_light); if (g_shadowPlane) { EntityManager& em = EntityManager::get(); Material* shadowMaterial = Material::Builder() .package((void*) GROUND_SHADOW_PACKAGE, sizeof(GROUND_SHADOW_PACKAGE)) .build(*engine); const static uint32_t indices[] = { 0, 1, 2, 2, 3, 0 }; const static math::float3 vertices[] = { { -10, 0, -10 }, { -10, 0, 10 }, { 10, 0, 10 }, { 10, 0, -10 }, }; short4 tbn = math::packSnorm16(normalize(positive(math::mat3f{ float3{1.0f, 0.0f, 0.0f}, float3{0.0f, 0.0f, 1.0f}, float3{0.0f, 1.0f, 0.0f} }.toQuaternion())).xyzw); const static math::short4 normals[] { tbn, tbn, tbn, tbn }; VertexBuffer* vertexBuffer = VertexBuffer::Builder() .vertexCount(4) .bufferCount(2) .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3) .attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4) .normalized(VertexAttribute::TANGENTS) .build(*engine); vertexBuffer->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor( vertices, vertexBuffer->getVertexCount() * sizeof(vertices[0]))); vertexBuffer->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor( normals, vertexBuffer->getVertexCount() * sizeof(normals[0]))); IndexBuffer* indexBuffer = IndexBuffer::Builder() .indexCount(6) .build(*engine); indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor( indices, indexBuffer->getIndexCount() * sizeof(uint32_t))); Entity planeRenderable = em.create(); RenderableManager::Builder(1) .boundingBox({{ 0, 0, 0 }, { 10, 1e-4f, 10 }}) .material(0, shadowMaterial->getDefaultInstance()) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6) .culling(false) .receiveShadows(true) .castShadows(false) .build(*engine, planeRenderable); scene->addEntity(planeRenderable); tcm.setTransform(tcm.getInstance(planeRenderable), math::mat4f::translate(float4{0, -1, -4, 1})); } } static void gui(filament::Engine* engine, filament::View*) { ImGui::SetNextWindowSize(ImVec2(0.0f, 0.0f)); ImGui::Begin("Parameters"); { if (ImGui::CollapsingHeader("Material", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Combo("model", &g_currentMaterialModel, "unlit\0lit\0subsurface\0cloth\0\0"); if (g_currentMaterialModel == MATERIAL_MODEL_LIT) { ImGui::Combo("blending", &g_currentBlending, "opaque\0transparent\0fade\0\0"); } ImGui::ColorEdit3("baseColor", &g_color.r); if (g_currentMaterialModel > MATERIAL_MODEL_UNLIT) { if (g_currentBlending == BLENDING_TRANSPARENT || g_currentBlending == BLENDING_FADE) { ImGui::SliderFloat("alpha", &g_alpha, 0.0f, 1.0f); } ImGui::SliderFloat("roughness", &g_roughness, 0.0f, 1.0f); if (g_currentMaterialModel != MATERIAL_MODEL_CLOTH) { ImGui::SliderFloat("metallic", &g_metallic, 0.0f, 1.0f); ImGui::SliderFloat("reflectance", &g_reflectance, 0.0f, 1.0f); } if (g_currentMaterialModel != MATERIAL_MODEL_CLOTH && g_currentMaterialModel != MATERIAL_MODEL_SUBSURFACE) { ImGui::SliderFloat("clearCoat", &g_clearCoat, 0.0f, 1.0f); ImGui::SliderFloat("clearCoatRoughness", &g_clearCoatRoughness, 0.0f, 1.0f); ImGui::SliderFloat("anisotropy", &g_anisotropy, -1.0f, 1.0f); } if (g_currentMaterialModel == MATERIAL_MODEL_SUBSURFACE) { ImGui::SliderFloat("thickness", &g_thickness, 0.0f, 1.0f); ImGui::SliderFloat("subsurfacePower", &g_subsurfacePower, 1.0f, 24.0f); ImGui::ColorEdit3("subsurfaceColor", &g_subsurfaceColor.r); } if (g_currentMaterialModel == MATERIAL_MODEL_CLOTH) { ImGui::ColorEdit3("sheenColor", &g_sheenColor.r); ImGui::ColorEdit3("subsurfaceColor", &g_subsurfaceColor.r); } } } if (ImGui::CollapsingHeader("Object")) { ImGui::Checkbox("castShadows", &g_castShadows); } if (ImGui::CollapsingHeader("Light")) { ImGui::Checkbox("enabled", &g_directional_light_enabled); ImGui::ColorEdit3("color", &g_lightColor.r); ImGui::SliderFloat("lux", &g_lightIntensity, 0.0f, 150000.0f); ImGui::SliderFloat3("direction", &g_lightDirection.x, -1.0f, 1.0f); ImGui::SliderFloat("sunSize", &g_sunAngularRadius, 0.1f, 10.0f); ImGui::SliderFloat("haloSize", &g_sunHaloSize, 1.01f, 40.0f); ImGui::SliderFloat("haloFalloff", &g_sunHaloFalloff, 0.0f, 2048.0f); ImGui::SliderFloat("ibl", &g_iblIntensity, 0.0f, 50000.0f); ImGui::SliderAngle("ibl rotation", &g_iblRotation); } if (ImGui::CollapsingHeader("Debug")) { DebugRegistry& debug = engine->getDebugRegistry(); ImGui::Checkbox("Light Far uses shadow casters", debug.getPropertyAddress("d.shadowmap.far_uses_shadowcasters")); ImGui::Checkbox("Focus shadow casters", debug.getPropertyAddress("d.shadowmap.focus_shadowcasters")); bool* lispsm; if (debug.getPropertyAddress("d.shadowmap.lispsm", &lispsm)) { ImGui::Checkbox("Enable LiSPSM", lispsm); if (*lispsm) { ImGui::SliderFloat("dzn", debug.getPropertyAddress("d.shadowmap.dzn"), 0.0f, 1.0f); ImGui::SliderFloat("dzf", debug.getPropertyAddress("d.shadowmap.dzf"),-1.0f, 0.0f); } } } } ImGui::End(); int material = g_currentMaterialModel; if (material == MATERIAL_MODEL_LIT) { if (g_currentBlending == BLENDING_TRANSPARENT) material = MATERIAL_TRANSPARENT; if (g_currentBlending == BLENDING_FADE) material = MATERIAL_FADE; } MaterialInstance* materialInstance = g_materialInstance[material]; if (g_currentMaterialModel == MATERIAL_MODEL_UNLIT) { materialInstance->setParameter("baseColor", RgbType::sRGB, g_color); } if (g_currentMaterialModel == MATERIAL_MODEL_LIT) { materialInstance->setParameter("baseColor", RgbType::sRGB, g_color); materialInstance->setParameter("roughness", g_roughness); materialInstance->setParameter("metallic", g_metallic); materialInstance->setParameter("reflectance", g_reflectance); materialInstance->setParameter("clearCoat", g_clearCoat); materialInstance->setParameter("clearCoatRoughness", g_clearCoatRoughness); materialInstance->setParameter("anisotropy", g_anisotropy); if (g_currentBlending != BLENDING_OPAQUE) { materialInstance->setParameter("alpha", g_alpha); } } if (g_currentMaterialModel == MATERIAL_MODEL_SUBSURFACE) { materialInstance->setParameter("baseColor", RgbType::sRGB, g_color); materialInstance->setParameter("roughness", g_roughness); materialInstance->setParameter("metallic", g_metallic); materialInstance->setParameter("reflectance", g_reflectance); materialInstance->setParameter("thickness", g_thickness); materialInstance->setParameter("subsurfacePower", g_subsurfacePower); materialInstance->setParameter("subsurfaceColor", RgbType::sRGB, g_subsurfaceColor); } if (g_currentMaterialModel == MATERIAL_MODEL_CLOTH) { materialInstance->setParameter("baseColor", RgbType::sRGB, g_color); materialInstance->setParameter("roughness", g_roughness); materialInstance->setParameter("sheenColor", RgbType::sRGB, g_sheenColor); materialInstance->setParameter("subsurfaceColor", RgbType::sRGB, g_subsurfaceColor); } auto& rcm = engine->getRenderableManager(); for (auto renderable : g_meshSet->getRenderables()) { auto instance = rcm.getInstance(renderable); if (!instance) continue; for (size_t i = 0; i < rcm.getPrimitiveCount(instance); i++) { rcm.setMaterialInstanceAt(instance, i, materialInstance); } rcm.setCastShadows(instance, g_castShadows); } auto& lcm = engine->getLightManager(); auto lightInstance = lcm.getInstance(g_light); lcm.setColor(lightInstance, g_lightColor); lcm.setIntensity(lightInstance, g_lightIntensity); lcm.setDirection(lightInstance, normalize(g_lightDirection)); lcm.setSunAngularRadius(lightInstance, g_sunAngularRadius); lcm.setSunHaloSize(lightInstance, g_sunHaloSize); lcm.setSunHaloFalloff(lightInstance, g_sunHaloFalloff); if (g_directional_light_enabled && !g_has_directional_light) { g_scene->addEntity(g_light); g_has_directional_light = true; } else if (!g_directional_light_enabled && g_has_directional_light) { g_scene->remove(g_light); g_has_directional_light = false; } auto* ibl = FilamentApp::get().getIBL(); if (ibl) { ibl->getIndirectLight()->setIntensity(g_iblIntensity); ibl->getIndirectLight()->setRotation( mat3f::rotate(g_iblRotation, float3{ 0, 1, 0 })); } } int main(int argc, char* argv[]) { int option_index = handleCommandLineArgments(argc, argv, &g_config); int num_args = argc - option_index; if (num_args < 1) { printUsage(argv[0]); return 1; } for (int i = option_index; i < argc; i++) { utils::Path filename = argv[i]; if (!filename.exists()) { std::cerr << "file " << argv[option_index] << " not found!" << std::endl; return 1; } g_filenames.push_back(filename); } g_config.title = "Material Sandbox"; FilamentApp& filamentApp = FilamentApp::get(); filamentApp.run(g_config, setup, cleanup, gui); return 0; }