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.
296 lines
10 KiB
C++
296 lines
10 KiB
C++
/*
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* Copyright (C) 2020 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 <filamentapp/Config.h>
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#include <filamentapp/FilamentApp.h>
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#include <filamentapp/IBL.h>
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#include <filament/Engine.h>
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#include <filament/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/TransformManager.h>
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#include <filament/View.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/ResourceLoader.h>
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#include <viewer/SimpleViewer.h>
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#include <camutils/Manipulator.h>
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#include <getopt/getopt.h>
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#include <utils/NameComponentManager.h>
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <math/mat4.h>
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#include "generated/resources/gltf_viewer.h"
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using namespace filament;
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using namespace filament::math;
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using namespace filament::viewer;
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using namespace gltfio;
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using namespace utils;
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struct App {
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Engine* engine;
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SimpleViewer* viewer;
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Config config;
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AssetLoader* loader;
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FilamentAsset* asset = nullptr;
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NameComponentManager* names;
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MaterialProvider* materials;
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MaterialSource materialSource = GENERATE_SHADERS;
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ResourceLoader* resourceLoader = nullptr;
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int instanceToAnimate = -1;
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std::vector<FilamentInstance*> instances;
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};
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static const char* DEFAULT_IBL = "default_env";
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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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"SHOWCASE renders the specified glTF file with instancing\n"
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"Usage:\n"
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" SHOWCASE [options] <gltf path>\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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" --api, -a\n"
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" Specify the backend API: opengl (default), vulkan, or metal\n\n"
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" --ibl=<path to cmgen IBL>, -i <path>\n"
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" Override the built-in IBL\n\n"
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" --num=<number of instances>, -n <num>\n"
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" Number of instances (defaults to 5)\n\n"
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" --animate=<instance index>, -m <num>\n"
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" Instance to animate (defaults to all instances)\n\n"
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" --ubershader, -u\n"
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" Enable ubershaders (improves load time, adds shader complexity)\n\n"
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);
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const std::string from("SHOWCASE");
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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 handleCommandLineArguments(int argc, char* argv[], App* app) {
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static constexpr const char* OPTSTR = "ha:i:un:m:";
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static const struct option OPTIONS[] = {
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{ "help", no_argument, nullptr, 'h' },
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{ "api", required_argument, nullptr, 'a' },
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{ "ibl", required_argument, nullptr, 'i' },
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{ "num", required_argument, nullptr, 'n' },
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{ "animate", required_argument, nullptr, 'm' },
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{ "ubershader", no_argument, nullptr, 'u' },
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{ nullptr, 0, nullptr, 0 }
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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 'a':
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if (arg == "opengl") {
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app->config.backend = Engine::Backend::OPENGL;
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} else if (arg == "vulkan") {
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app->config.backend = Engine::Backend::VULKAN;
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} else if (arg == "metal") {
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app->config.backend = Engine::Backend::METAL;
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} else {
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std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n";
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}
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break;
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case 'm':
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app->instanceToAnimate = atoi(arg.c_str());
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break;
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case 'n':
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app->instances.resize(atoi(arg.c_str()));
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break;
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case 'i':
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app->config.iblDirectory = arg;
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break;
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case 'u':
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app->materialSource = LOAD_UBERSHADERS;
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break;
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}
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}
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if (app->instances.empty()) {
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app->instances.resize(5);
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}
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return optind;
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}
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static std::ifstream::pos_type getFileSize(const char* filename) {
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std::ifstream in(filename, std::ifstream::ate | std::ifstream::binary);
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return in.tellg();
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}
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int main(int argc, char** argv) {
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App app;
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app.config.title = "glTF Instancing";
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app.config.iblDirectory = FilamentApp::getRootAssetsPath() + DEFAULT_IBL;
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int optionIndex = handleCommandLineArguments(argc, argv, &app);
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utils::Path filename;
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int num_args = argc - optionIndex;
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if (num_args >= 1) {
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filename = argv[optionIndex];
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if (!filename.exists()) {
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std::cerr << "file " << filename << " not found!" << std::endl;
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return 1;
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}
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}
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auto loadAsset = [&app](utils::Path filename) {
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// Peek at the file size to allow pre-allocation.
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long contentSize = static_cast<long>(getFileSize(filename.c_str()));
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if (contentSize <= 0) {
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std::cerr << "Unable to open " << filename << std::endl;
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exit(1);
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}
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// Consume the glTF file.
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std::ifstream in(filename.c_str(), std::ifstream::binary | std::ifstream::in);
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std::vector<uint8_t> buffer(static_cast<unsigned long>(contentSize));
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if (!in.read((char*) buffer.data(), contentSize)) {
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std::cerr << "Unable to read " << filename << std::endl;
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exit(1);
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}
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// Parse the glTF file and create Filament entities.
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app.asset = app.loader->createInstancedAsset(buffer.data(), buffer.size(),
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app.instances.data(), app.instances.size());
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buffer.clear();
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buffer.shrink_to_fit();
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if (!app.asset) {
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std::cerr << "Unable to parse " << filename << std::endl;
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exit(1);
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}
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};
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auto loadResources = [&app] (utils::Path filename) {
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// Load external textures and buffers.
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std::string gltfPath = filename.getAbsolutePath();
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ResourceConfiguration configuration;
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configuration.engine = app.engine;
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configuration.gltfPath = gltfPath.c_str();
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configuration.normalizeSkinningWeights = true;
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configuration.recomputeBoundingBoxes = false;
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if (!app.resourceLoader) {
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app.resourceLoader = new gltfio::ResourceLoader(configuration);
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}
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app.resourceLoader->asyncBeginLoad(app.asset);
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// Load animation data then free the source hierarchy.
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app.asset->getAnimator();
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if (app.instanceToAnimate > -1) {
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app.instances[app.instanceToAnimate]->getAnimator();
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}
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auto ibl = FilamentApp::get().getIBL();
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if (ibl) {
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app.viewer->setIndirectLight(ibl->getIndirectLight(), ibl->getSphericalHarmonics());
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}
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};
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auto arrangeIntoCircle = [&app]() {
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auto& tcm = app.engine->getTransformManager();
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auto extent = app.asset->getBoundingBox().extent();
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float max_extent = std::max(std::max(extent.x, extent.y), extent.z);
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auto translation = mat4f::translation(float3(max_extent, 0, 0));
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for (size_t inst = 0; inst < app.instances.size(); ++inst) {
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FilamentInstance* instance = app.instances[inst];
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auto transformRoot = tcm.getInstance(instance->getRoot());
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float theta = inst * 2.0 * M_PI / app.instances.size();
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auto rotation = mat4f::rotation(theta, float3(0, 0, 1));
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tcm.setTransform(transformRoot, rotation * translation);
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}
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};
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auto setup = [&](Engine* engine, View* view, Scene* scene) {
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app.engine = engine;
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app.names = new NameComponentManager(EntityManager::get());
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app.viewer = new SimpleViewer(engine, scene, view, app.instanceToAnimate);
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app.materials = (app.materialSource == GENERATE_SHADERS) ?
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createMaterialGenerator(engine) : createUbershaderLoader(engine);
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app.loader = AssetLoader::create({engine, app.materials, app.names });
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if (filename.isEmpty()) {
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app.asset = app.loader->createInstancedAsset(
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GLTF_VIEWER_DAMAGEDHELMET_DATA, GLTF_VIEWER_DAMAGEDHELMET_SIZE,
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app.instances.data(), app.instances.size());
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} else {
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loadAsset(filename);
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}
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arrangeIntoCircle();
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loadResources(filename);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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app.loader->destroyAsset(app.asset);
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app.materials->destroyMaterials();
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delete app.viewer;
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delete app.materials;
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delete app.names;
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AssetLoader::destroy(&app.loader);
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};
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auto animate = [&app, arrangeIntoCircle](Engine* engine, View* view, double now) {
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app.resourceLoader->asyncUpdateLoad();
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FilamentInstance* instance = nullptr;
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if (app.instanceToAnimate > -1) {
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instance = app.instances[app.instanceToAnimate];
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}
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app.viewer->populateScene(app.asset, true, instance);
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app.viewer->applyAnimation(now);
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static double previous = 0.0;
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if (now - previous > 1.0) {
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FilamentInstance* instance = app.loader->createInstance(app.asset);
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app.instances.push_back(instance);
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arrangeIntoCircle();
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previous = now;
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}
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};
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auto gui = [&app](Engine* engine, View* view) { };
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auto preRender = [&app](Engine* engine, View* view, Scene* scene, Renderer* renderer) { };
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FilamentApp& filamentApp = FilamentApp::get();
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filamentApp.animate(animate);
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filamentApp.run(app.config, setup, cleanup, gui, preRender);
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return 0;
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}
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