/* * Copyright (C) 2016 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 "app/Config.h" #include "app/FilamentApp.h" #include #include #include #include using namespace math; using namespace filament; using namespace filamesh; using namespace filamat; using namespace utils; static std::vector g_filenames; static std::map g_materialInstances; static std::vector g_meshes; static const Material* g_material; static Entity g_light; static Texture* g_normalMap = nullptr; static Texture* g_clearCoatNormalMap = nullptr; static Texture* g_baseColorMap = nullptr; static Config g_config; static struct NormalConfig { std::string normalMap; std::string clearCoatNormalMap; std::string baseColorMap; } g_normalConfig; static void printUsage(char* name) { std::string exec_name(Path(name).getName()); std::string usage( "SAMPLE_NORMAL_MAP is an example of normal mapping\n" "Usage:\n" " SAMPLE_NORMAL_MAP [options] \n" "Options:\n" " --help, -h\n" " Prints this message\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" " --normal-map=, -n \n" " Normal map to apply to the loaded meshes\n\n" " --clear-coatnormal-map=, -c \n" " Normal map to apply to the clear coat layer\n\n" " --basecolor-map=, -b \n" " Base color map to apply to the loaded meshes\n\n" ); const std::string from("SAMPLE_NORMAL_MAP"); 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 = "hi:vs:n:a:c:b:"; static const struct option OPTIONS[] = { { "help", no_argument, nullptr, 'h' }, { "ibl", required_argument, nullptr, 'i' }, { "split-view", no_argument, nullptr, 'v' }, { "scale", required_argument, nullptr, 's' }, { "normal-map", required_argument, nullptr, 'n' }, { "clear-coat-normal-map", required_argument, nullptr, 'c' }, { "basecolor-map", required_argument, nullptr, 'b' }, { 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 '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 'n': g_normalConfig.normalMap = arg; break; case 'c': g_normalConfig.clearCoatNormalMap = arg; break; case 'b': g_normalConfig.baseColorMap = arg; break; } } return optind; } static void cleanup(Engine* engine, View*, Scene*) { engine->destroy(g_normalMap); engine->destroy(g_clearCoatNormalMap); for (auto material : g_materialInstances) { engine->destroy(material.second); } engine->destroy(g_material); EntityManager& em = EntityManager::get(); for (auto mesh : g_meshes) { engine->destroy(mesh.vertexBuffer); engine->destroy(mesh.indexBuffer); engine->destroy(mesh.renderable); em.destroy(mesh.renderable); } engine->destroy(g_light); em.destroy(g_light); } void loadNormalMap(Engine* engine, Texture** normalMap, const std::string& path) { if (!path.empty()) { Path p(path); if (p.exists()) { int w, h, n; unsigned char* data = stbi_load(p.getAbsolutePath().c_str(), &w, &h, &n, 3); if (data != nullptr) { *normalMap = Texture::Builder() .width(uint32_t(w)) .height(uint32_t(h)) .levels(0xff) .format(driver::TextureFormat::RGB8) .build(*engine); Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3), Texture::Format::RGB, Texture::Type::UBYTE, (driver::BufferDescriptor::Callback)&stbi_image_free); (*normalMap)->setImage(*engine, 0, std::move(buffer)); (*normalMap)->generateMipmaps(*engine); } else { std::cout << "The normal map " << p << " could not be loaded" << std::endl; } } else { std::cout << "The normal map " << p << " does not exist" << std::endl; } } } void loadBaseColorMap(Engine* engine) { if (!g_normalConfig.baseColorMap.empty()) { Path path(g_normalConfig.baseColorMap); if (path.exists()) { int w, h, n; unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3); if (data != nullptr) { g_baseColorMap = Texture::Builder() .width(uint32_t(w)) .height(uint32_t(h)) .levels(0xff) .format(driver::TextureFormat::SRGB8) .build(*engine); Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3), Texture::Format::RGB, Texture::Type::UBYTE, (driver::BufferDescriptor::Callback)&stbi_image_free); g_baseColorMap->setImage(*engine, 0, std::move(buffer)); g_baseColorMap->generateMipmaps(*engine); } else { std::cout << "The base color map " << path << " could not be loaded" << std::endl; } } else { std::cout << "The base color map " << path << " does not exist" << std::endl; } } } static void setup(Engine* engine, View*, Scene* scene) { loadNormalMap(engine, &g_normalMap, g_normalConfig.normalMap); loadNormalMap(engine, &g_clearCoatNormalMap, g_normalConfig.clearCoatNormalMap); loadBaseColorMap(engine); bool hasNormalMap = g_normalMap != nullptr; bool hasClearCoatNormalMap = g_clearCoatNormalMap != nullptr; bool hasBaseColorMap = g_baseColorMap != nullptr; std::string shader = R"SHADER( void material(inout MaterialInputs material) { #if defined(MATERIAL_HAS_NORMAL) material.normal = texture(materialParams_normalMap, getUV0()).xyz * 2.0 - 1.0; #endif #if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL) material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, getUV0()).xyz * 2.0 - 1.0; #endif prepareMaterial(material); )SHADER"; if (hasBaseColorMap) { shader += R"SHADER( material.baseColor.rgb = texture(materialParams_baseColorMap, getUV0()).rgb; material.metallic = 1.0; material.roughness = 0.6; )SHADER"; } else { shader += R"SHADER( material.baseColor.rgb = float3(0.48, 0.0, 0.0); material.metallic = 1.0; material.roughness = 0.7; )SHADER"; } if (hasClearCoatNormalMap) { shader += " material.clearCoat = 1.0;\n"; } shader += "}\n"; MaterialBuilder builder = MaterialBuilder() .name("DefaultMaterial") .material(shader.c_str()) .shading(Shading::LIT); if (hasNormalMap) { builder .require(VertexAttribute::UV0) .parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap"); } if (hasClearCoatNormalMap) { builder .require(VertexAttribute::UV0) .parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "clearCoatNormalMap"); } if (hasBaseColorMap) { builder .require(VertexAttribute::UV0) .parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap"); } Package pkg = builder.build(); g_material = Material::Builder().package(pkg.getData(), pkg.getSize()) .build(*engine); g_materialInstances["DefaultMaterial"] = g_material->createInstance(); TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR, TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT); sampler.setAnisotropy(8.0f); if (hasNormalMap) { g_materialInstances["DefaultMaterial"]->setParameter("normalMap", g_normalMap, sampler); } if (hasClearCoatNormalMap) { g_materialInstances["DefaultMaterial"]->setParameter( "clearCoatNormalMap", g_clearCoatNormalMap, sampler); } if (hasBaseColorMap) { g_materialInstances["DefaultMaterial"]->setParameter( "baseColorMap", g_baseColorMap, sampler); } auto& tcm = engine->getTransformManager(); for (const auto& filename : g_filenames) { MeshReader::Mesh mesh = MeshReader::loadMeshFromFile(engine, filename, g_materialInstances); if (mesh.renderable) { auto ei = tcm.getInstance(mesh.renderable); tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } * tcm.getWorldTransform(ei)); scene->addEntity(mesh.renderable); g_meshes.push_back(mesh); } } g_light = EntityManager::get().create(); LightManager::Builder(LightManager::Type::DIRECTIONAL) .color(Color::toLinear({0.98f, 0.92f, 0.89f})) .intensity(110000) .direction({0.6, -1, -0.8}) .build(*engine, g_light); scene->addEntity(g_light); } 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 = "Normal Mapping"; FilamentApp& filamentApp = FilamentApp::get(); filamentApp.run(g_config, setup, cleanup); return 0; }