/* * Copyright (C) 2019 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. */ #define GLTFIO_SIMPLEVIEWER_IMPLEMENTATION #include "app/Config.h" #include "app/FilamentApp.h" #include "app/IBL.h" #include #include #include #include #include #include #include #include #include #include #include #include "generated/resources/gltf.h" using namespace filament; using namespace gltfio; using namespace utils; struct App { Engine* engine; SimpleViewer* viewer; Config config; AssetLoader* loader; FilamentAsset* asset = nullptr; NameComponentManager* names; MaterialProvider* materials; MaterialSource materialSource = GENERATE_SHADERS; bool actualSize = false; }; static const char* DEFAULT_IBL = "venetian_crossroads_2k"; static void printUsage(char* name) { std::string exec_name(Path(name).getName()); std::string usage( "SHOWCASE renders the specified glTF file, or a built-in file if none is specified\n" "Usage:\n" " SHOWCASE [options] \n" "Options:\n" " --help, -h\n" " Prints this message\n\n" " --api, -a\n" " Specify the backend API: opengl (default), vulkan, or metal\n\n" " --ibl=, -i \n" " Override the built-in IBL\n\n" " --actual-size, -s\n" " Do not scale the model to fit into a unit cube\n\n" " --ubershader, -u\n" " Enable ubershaders (improves load time, adds shader complexity)\n\n" ); const std::string from("SHOWCASE"); 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 handleCommandLineArguments(int argc, char* argv[], App* app) { static constexpr const char* OPTSTR = "ha:i:us"; static const struct option OPTIONS[] = { { "help", no_argument, nullptr, 'h' }, { "api", required_argument, nullptr, 'a' }, { "ibl", required_argument, nullptr, 'i' }, { "ubershader", no_argument, nullptr, 'u' }, { "actual-size", no_argument, nullptr, 's' }, { nullptr, 0, nullptr, 0 } }; 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") { app->config.backend = Engine::Backend::OPENGL; } else if (arg == "vulkan") { app->config.backend = Engine::Backend::VULKAN; } else if (arg == "metal") { app->config.backend = Engine::Backend::METAL; } else { std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n"; } break; case 'i': app->config.iblDirectory = arg; break; case 'u': app->materialSource = LOAD_UBERSHADERS; break; case 's': app->actualSize = true; break; } } return optind; } static std::ifstream::pos_type getFileSize(const char* filename) { std::ifstream in(filename, std::ifstream::ate | std::ifstream::binary); return in.tellg(); } int main(int argc, char** argv) { App app; app.config.title = "Filament"; app.config.iblDirectory = FilamentApp::getRootPath() + DEFAULT_IBL; int option_index = handleCommandLineArguments(argc, argv, &app); utils::Path filename; int num_args = argc - option_index; if (num_args >= 1) { filename = argv[option_index]; if (!filename.exists()) { std::cerr << "file " << filename << " not found!" << std::endl; return 1; } if (filename.isDirectory()) { auto files = filename.listContents(); for (auto file : files) { if (file.getExtension() == "gltf" || file.getExtension() == "glb") { filename = file; break; } } if (filename.isDirectory()) { std::cerr << "no glTF file found in " << filename << std::endl; return 1; } } } auto loadAsset = [&app](utils::Path filename) { // Peek at the file size to allow pre-allocation. long contentSize = static_cast(getFileSize(filename.c_str())); if (contentSize <= 0) { std::cerr << "Unable to open " << filename << std::endl; exit(1); } // Consume the glTF file. std::ifstream in(filename.c_str(), std::ifstream::in); std::vector buffer(static_cast(contentSize)); if (!in.read((char*) buffer.data(), contentSize)) { std::cerr << "Unable to read " << filename << std::endl; exit(1); } // Parse the glTF file and create Filament entities. if (filename.getExtension() == "glb") { app.asset = app.loader->createAssetFromBinary(buffer.data(), buffer.size()); } else { app.asset = app.loader->createAssetFromJson(buffer.data(), buffer.size()); } buffer.clear(); buffer.shrink_to_fit(); if (!app.asset) { std::cerr << "Unable to parse " << filename << std::endl; exit(1); } }; auto loadResources = [&app] (utils::Path filename) { // Load external textures and buffers. gltfio::ResourceLoader({ .engine = app.engine, .gltfPath = filename.getAbsolutePath(), .normalizeSkinningWeights = true, .recomputeBoundingBoxes = false }).loadResources(app.asset); // Load animation data then free the source hierarchy. app.asset->getAnimator(); app.asset->releaseSourceData(); // Add the renderables to the scene. app.viewer->setAsset(app.asset, !app.actualSize); auto ibl = FilamentApp::get().getIBL(); if (ibl) { app.viewer->setIndirectLight(ibl->getIndirectLight()); } }; auto setup = [&](Engine* engine, View* view, Scene* scene) { app.engine = engine; app.names = new NameComponentManager(EntityManager::get()); app.viewer = new SimpleViewer(engine, scene, view); app.materials = (app.materialSource == GENERATE_SHADERS) ? createMaterialGenerator(engine) : createUbershaderLoader(engine); app.loader = AssetLoader::create({engine, app.materials, app.names }); if (filename.isEmpty()) { app.asset = app.loader->createAssetFromBinary(GLTF_DAMAGEDHELMET_DATA, GLTF_DAMAGEDHELMET_SIZE); } else { loadAsset(filename); } loadResources(filename); app.viewer->setUiCallback([&app, scene] () { if (ImGui::CollapsingHeader("Stats")) { ImGui::Text("%zu entities in the asset", app.asset->getEntityCount()); ImGui::Text("%zu renderables (excluding UI)", scene->getRenderableCount()); ImGui::Text("%zu skipped frames", FilamentApp::get().getSkippedFrameCount()); } }); // Leave FXAA enabled but we also enable MSAA for a nice result. The wireframe looks // much better with MSAA enabled. view->setSampleCount(4); }; auto cleanup = [&app](Engine* engine, View*, Scene*) { Fence::waitAndDestroy(engine->createFence()); delete app.viewer; app.loader->destroyAsset(app.asset); app.materials->destroyMaterials(); delete app.materials; AssetLoader::destroy(&app.loader); delete app.names; }; auto animate = [&app](Engine* engine, View* view, double now) { app.viewer->applyAnimation(now); }; auto gui = [&app](filament::Engine* engine, filament::View* view) { app.viewer->updateUserInterface(); FilamentApp::get().setSidebarWidth(app.viewer->getSidebarWidth()); }; FilamentApp& filamentApp = FilamentApp::get(); filamentApp.animate(animate); filamentApp.setDropHandler([&] (std::string path) { app.viewer->removeAsset(); app.loader->destroyAsset(app.asset); loadAsset(path); loadResources(path); }); filamentApp.run(app.config, setup, cleanup, gui); return 0; }