Files
filament/samples/sample_full_pbr.cpp
Romain Guy 4567b01c1d Multi-thread shaders generation when compiling materials (#3464)
* Stop using members as globals between methods

* Multi-thread shaders generation with JobSystem

* Pass JobSystem to MaterialBuilder::build()

* Fix MeshAssimp to use the new API

* Allow the Java API to pass a job system via Engine

* Update docs

* Apply suggestions from code review

Co-authored-by: Philip Rideout <philiprideout@gmail.com>
2021-01-29 09:30:37 -08:00

445 lines
15 KiB
C++

/*
* 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 <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <filamentapp/MeshAssimp.h>
#include <filament/Engine.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/TransformManager.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filamat/MaterialBuilder.h>
#include <utils/Path.h>
#include <utils/EntityManager.h>
#include <math/mat3.h>
#include <math/mat4.h>
#include <math/vec3.h>
#include <getopt/getopt.h>
#include <stb_image.h>
#include <iostream>
#include <memory>
#include <map>
#include <string>
#include <vector>
#include <filament/View.h>
using namespace filament::math;
using namespace filament;
using namespace filamat;
using namespace utils;
static std::vector<Path> g_filenames;
static std::map<std::string, MaterialInstance*> g_materialInstances;
static std::unique_ptr<MeshAssimp> g_meshSet;
static const Material* g_material;
static Entity g_light;
constexpr int MAP_COUNT = 7;
constexpr int MAP_COLOR = 0;
constexpr int MAP_AO = 1;
constexpr int MAP_ROUGHNESS = 2;
constexpr int MAP_METALLIC = 3;
constexpr int MAP_NORMAL = 4;
constexpr int MAP_BENT_NORMAL = 5;
constexpr int MAP_HEIGHT = 6;
struct PbrMap {
const char* suffix;
const char* parameterName;
bool sRGB;
Texture* texture;
};
static std::array<PbrMap, MAP_COUNT> g_maps = {
PbrMap { "_color", "baseColorMap", true, nullptr },
PbrMap { "_ao", "aoMap", false, nullptr },
PbrMap { "_roughness", "roughnessMap", false, nullptr },
PbrMap { "_metallic", "metallicMap", false, nullptr },
PbrMap { "_normal", "normalMap", false, nullptr },
PbrMap { "_bentNormal", "bentNormalMap", false, nullptr },
PbrMap { "_height", "heightMap", false, nullptr },
};
static Config g_config;
static struct PbrConfig {
std::string materialDir;
bool clearCoat = false;
bool anisotropy = false;
} g_pbrConfig;
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SAMPLE_PBR is an example of loading PBR assets with base color + packed metallic/roughness\n"
"Usage:\n"
" SAMPLE_PBR [options] <OBJ/FBX>\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
" --ibl=<path to cmgen IBL>, -i <path>\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"
" --material=<path>, -m <path>\n"
" Directory containing the textures named <DIR_NAME>_*.png where * is:\n"
" - AO\n"
" - Color\n"
" - Metallic\n"
" - Normal\n"
" - BentNormal\n"
" - Roughness\n"
" - Height\n"
" All textures are optional"
"\n"
" --clear-coat, -c\n"
" Add a clear coat layer to the material\n\n"
" --anisotropy, -a\n"
" Enable anisotropy on the material\n\n"
);
const std::string from("SAMPLE_PBR");
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:m:ca";
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' },
{ "material", required_argument, nullptr, 'm' },
{ "clear-coat", no_argument, nullptr, 'c' },
{ "anisotropy", no_argument, nullptr, 'a' },
{ 0, 0, 0, 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 'm':
g_pbrConfig.materialDir = arg;
break;
case 'c':
g_pbrConfig.clearCoat = true;
break;
case 'a':
g_pbrConfig.anisotropy = true;
break;
}
}
return optind;
}
static void cleanup(Engine* engine, View*, Scene*) {
for (auto& item : g_materialInstances) {
auto materialInstance = item.second;
engine->destroy(materialInstance);
}
g_meshSet.reset(nullptr);
engine->destroy(g_material);
for (const auto& map : g_maps) {
engine->destroy(map.texture);
}
EntityManager& em = EntityManager::get();
engine->destroy(g_light);
em.destroy(g_light);
}
void loadTexture(Engine* engine, const std::string& filePath, Texture** map, bool sRGB = true) {
if (!filePath.empty()) {
Path path(filePath);
if (path.exists()) {
int w, h, n;
unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3);
if (data != nullptr) {
*map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(sRGB ? Texture::InternalFormat::SRGB8 : Texture::InternalFormat::RGB8)
.build(*engine);
Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3),
Texture::Format::RGB, Texture::Type::UBYTE,
(Texture::PixelBufferDescriptor::Callback) &stbi_image_free);
(*map)->setImage(*engine, 0, std::move(buffer));
(*map)->generateMipmaps(*engine);
} else {
std::cout << "The texture " << path << " could not be loaded" << std::endl;
}
} else {
std::cout << "The texture " << path << " does not exist" << std::endl;
}
}
}
static void setup(Engine* engine, View* view, Scene* scene) {
Path path(g_pbrConfig.materialDir);
std::string name(path.getName());
bool hasUV = false;
for (auto& map: g_maps) {
loadTexture(engine, path.concat(name + map.suffix + ".png"), &map.texture, map.sRGB);
if (map.texture != nullptr) hasUV = true;
}
bool hasBaseColorMap = g_maps[MAP_COLOR].texture != nullptr;
bool hasMetallicMap = g_maps[MAP_METALLIC].texture != nullptr;
bool hasRoughnessMap = g_maps[MAP_ROUGHNESS].texture != nullptr;
bool hasAOMap = g_maps[MAP_AO].texture != nullptr;
bool hasNormalMap = g_maps[MAP_NORMAL].texture != nullptr;
bool hasBentNormalMap = g_maps[MAP_BENT_NORMAL].texture != nullptr;
bool hasHeightMap = g_maps[MAP_HEIGHT].texture != nullptr;
std::string shader = R"SHADER(
void material(inout MaterialInputs material) {
)SHADER";
if (hasUV) {
shader += R"SHADER(
vec2 uv0 = getUV0();
)SHADER";
}
if (hasHeightMap) {
// Parallax Occlusion Mapping
shader += R"SHADER(
vec2 uvDx = dFdx(uv0);
vec2 uvDy = dFdy(uv0);
mat3 tangentFromWorld = transpose(getWorldTangentFrame());
vec3 tangentCameraPosition = tangentFromWorld * getWorldCameraPosition();
vec3 tangentFragPosition = tangentFromWorld * getWorldPosition();
vec3 v = normalize(tangentCameraPosition - tangentFragPosition);
float minLayers = 8.0;
float maxLayers = 48.0;
float numLayers = mix(maxLayers, minLayers,
dot(getWorldGeometricNormalVector(), getWorldViewVector()));
float heightScale = 0.05;
float layerDepth = 1.0 / numLayers;
float currLayerDepth = 0.0;
vec2 deltaUV = v.xy * heightScale / (v.z * numLayers);
vec2 currUV = uv0;
float height = 1.0 - textureGrad(materialParams_heightMap, currUV, uvDx, uvDy).r;
for (int i = 0; i < numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureGrad(materialParams_heightMap, currUV, uvDx, uvDy).r;
if (height < currLayerDepth) {
break;
}
}
vec2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - textureGrad(materialParams_heightMap, prevUV, uvDx, uvDy).r -
currLayerDepth + layerDepth;
uv0 = mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
)SHADER";
}
if (hasNormalMap) {
shader += R"SHADER(
material.normal = texture(materialParams_normalMap, uv0).xyz * 2.0 - 1.0;
material.normal.y *= -1.0;
)SHADER";
}
if (hasBentNormalMap) {
shader += R"SHADER(
material.bentNormal = texture(materialParams_bentNormalMap, uv0).xyz * 2.0 - 1.0;
material.bentNormal.y *= -1.0;
)SHADER";
}
shader += R"SHADER(
prepareMaterial(material);
)SHADER";
if (hasBaseColorMap) {
shader += R"SHADER(
material.baseColor.rgb = texture(materialParams_baseColorMap, uv0).rgb;
)SHADER";
} else {
shader += R"SHADER(
material.baseColor.rgb = float3(0.5);
)SHADER";
}
if (hasMetallicMap) {
shader += R"SHADER(
material.metallic = texture(materialParams_metallicMap, uv0).r;
)SHADER";
} else {
shader += R"SHADER(
material.metallic = 0.0;
)SHADER";
}
if (hasRoughnessMap) {
shader += R"SHADER(
material.roughness = texture(materialParams_roughnessMap, uv0).r;
)SHADER";
} else {
shader += R"SHADER(
material.roughness = 0.4;
)SHADER";
}
if (hasAOMap) {
shader += R"SHADER(
material.ambientOcclusion = texture(materialParams_aoMap, uv0).r;
)SHADER";
} else {
shader += R"SHADER(
material.ambientOcclusion = 1.0;
)SHADER";
}
if (g_pbrConfig.clearCoat) {
shader += R"SHADER(
material.clearCoat = 1.0;
)SHADER";
}
if (g_pbrConfig.anisotropy) {
shader += R"SHADER(
material.anisotropy = 0.7;
)SHADER";
}
shader += "}\n";
MaterialBuilder::init();
MaterialBuilder builder = MaterialBuilder()
.name("DefaultMaterial")
.material(shader.c_str())
.multiBounceAmbientOcclusion(true)
.specularAmbientOcclusion(MaterialBuilder::SpecularAmbientOcclusion::BENT_NORMALS)
.shading(Shading::LIT);
if (hasUV) {
builder.require(VertexAttribute::UV0);
}
for (auto& map: g_maps) {
if (map.texture != nullptr) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, map.parameterName);
}
}
Package pkg = builder.build(engine->getJobSystem());
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);
for (auto& map: g_maps) {
if (map.texture != nullptr) {
g_materialInstances["DefaultMaterial"]->setParameter(
map.parameterName, map.texture, sampler);
}
}
g_meshSet = std::make_unique<MeshAssimp>(*engine);
for (auto& filename : g_filenames) {
g_meshSet->addFromFile(filename, g_materialInstances, true);
}
auto& rcm = engine->getRenderableManager();
auto& tcm = engine->getTransformManager();
for (auto renderable : g_meshSet->getRenderables()) {
if (rcm.hasComponent(renderable)) {
auto ti = tcm.getInstance(renderable);
tcm.setTransform(ti, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } *
tcm.getWorldTransform(ti));
rcm.setReceiveShadows(rcm.getInstance(renderable), true);
rcm.setCastShadows(rcm.getInstance(renderable), true);
scene->addEntity(renderable);
}
}
g_light = EntityManager::get().create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>({0.98f, 0.92f, 0.89f}))
.intensity(110000)
.direction({0.6, -1, -0.8})
.castShadows(true)
.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[i] << " not found!" << std::endl;
return 1;
}
g_filenames.push_back(filename);
}
g_config.title = "PBR";
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.run(g_config, setup, cleanup);
return 0;
}