Files
filament/samples/suzanne.cpp
Philip Rideout b4623c9afc Add lightroom IBL, enable ColorGrading by default in gltf_viewer.
The non-legacy ACES is now default, it looks much better.

I also tested this IBL with WebGL and Android.
2020-07-30 11:39:36 -07:00

141 lines
5.3 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 <filament/Engine.h>
#include <filament/IndirectLight.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <filameshio/MeshReader.h>
#include <image/KtxBundle.h>
#include <image/KtxUtility.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <filamentapp/IBL.h>
#include <stb_image.h>
#include "generated/resources/resources.h"
#include "generated/resources/monkey.h"
using namespace filament;
using namespace image;
using namespace filament::math;
struct App {
Material* material;
MaterialInstance* materialInstance;
filamesh::MeshReader::Mesh mesh;
mat4f transform;
Texture* albedo;
Texture* normal;
Texture* roughness;
Texture* metallic;
Texture* ao;
};
static const char* IBL_FOLDER = "default_env";
static Texture* loadNormalMap(Engine* engine, const uint8_t* normals, size_t nbytes) {
int w, h, n;
unsigned char* data = stbi_load_from_memory(normals, nbytes, &w, &h, &n, 3);
Texture* normalMap = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(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);
normalMap->setImage(*engine, 0, std::move(buffer));
normalMap->generateMipmaps(*engine);
return normalMap;
}
int main(int argc, char** argv) {
Config config;
config.title = "suzanne";
config.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER;
App app;
auto setup = [config, &app](Engine* engine, View* view, Scene* scene) {
auto& tcm = engine->getTransformManager();
auto& rcm = engine->getRenderableManager();
auto& em = utils::EntityManager::get();
// Create textures. The KTX bundles are freed by KtxUtility.
auto albedo = new image::KtxBundle(MONKEY_ALBEDO_S3TC_DATA, MONKEY_ALBEDO_S3TC_SIZE);
auto ao = new image::KtxBundle(MONKEY_AO_DATA, MONKEY_AO_SIZE);
auto metallic = new image::KtxBundle(MONKEY_METALLIC_DATA, MONKEY_METALLIC_SIZE);
auto roughness = new image::KtxBundle(MONKEY_ROUGHNESS_DATA, MONKEY_ROUGHNESS_SIZE);
app.albedo = ktx::createTexture(engine, albedo, true);
app.ao = ktx::createTexture(engine, ao, false);
app.metallic = ktx::createTexture(engine, metallic, false);
app.roughness = ktx::createTexture(engine, roughness, false);
app.normal = loadNormalMap(engine, MONKEY_NORMAL_DATA, MONKEY_NORMAL_SIZE);
TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR);
// Instantiate material.
app.material = Material::Builder()
.package(RESOURCES_TEXTUREDLIT_DATA, RESOURCES_TEXTUREDLIT_SIZE).build(*engine);
app.materialInstance = app.material->createInstance();
app.materialInstance->setParameter("albedo", app.albedo, sampler);
app.materialInstance->setParameter("ao", app.ao, sampler);
app.materialInstance->setParameter("metallic", app.metallic, sampler);
app.materialInstance->setParameter("normal", app.normal, sampler);
app.materialInstance->setParameter("roughness", app.roughness, sampler);
auto ibl = FilamentApp::get().getIBL()->getIndirectLight();
ibl->setIntensity(100000);
ibl->setRotation(mat3f::rotation(0.5f, float3{ 0, 1, 0 }));
// Add geometry into the scene.
app.mesh = filamesh::MeshReader::loadMeshFromBuffer(engine, MONKEY_SUZANNE_DATA, nullptr,
nullptr, app.materialInstance);
auto ti = tcm.getInstance(app.mesh.renderable);
app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
rcm.setCastShadows(rcm.getInstance(app.mesh.renderable), false);
scene->addEntity(app.mesh.renderable);
tcm.setTransform(ti, app.transform);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.materialInstance);
engine->destroy(app.mesh.renderable);
engine->destroy(app.material);
engine->destroy(app.albedo);
engine->destroy(app.normal);
engine->destroy(app.roughness);
engine->destroy(app.metallic);
engine->destroy(app.ao);
};
FilamentApp::get().run(config, setup, cleanup);
return 0;
}