The non-legacy ACES is now default, it looks much better. I also tested this IBL with WebGL and Android.
141 lines
5.3 KiB
C++
141 lines
5.3 KiB
C++
/*
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* Copyright (C) 2018 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 <filament/Engine.h>
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#include <filament/IndirectLight.h>
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#include <filament/LightManager.h>
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#include <filament/Material.h>
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#include <filament/RenderableManager.h>
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#include <filament/Scene.h>
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#include <filament/TextureSampler.h>
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#include <filament/TransformManager.h>
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#include <filament/View.h>
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#include <utils/EntityManager.h>
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#include <filameshio/MeshReader.h>
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#include <image/KtxBundle.h>
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#include <image/KtxUtility.h>
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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 <stb_image.h>
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#include "generated/resources/resources.h"
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#include "generated/resources/monkey.h"
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using namespace filament;
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using namespace image;
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using namespace filament::math;
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struct App {
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Material* material;
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MaterialInstance* materialInstance;
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filamesh::MeshReader::Mesh mesh;
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mat4f transform;
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Texture* albedo;
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Texture* normal;
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Texture* roughness;
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Texture* metallic;
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Texture* ao;
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};
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static const char* IBL_FOLDER = "default_env";
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static Texture* loadNormalMap(Engine* engine, const uint8_t* normals, size_t nbytes) {
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int w, h, n;
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unsigned char* data = stbi_load_from_memory(normals, nbytes, &w, &h, &n, 3);
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Texture* normalMap = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(Texture::InternalFormat::RGB8)
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.build(*engine);
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Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3),
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Texture::Format::RGB, Texture::Type::UBYTE,
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(Texture::PixelBufferDescriptor::Callback) &stbi_image_free);
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normalMap->setImage(*engine, 0, std::move(buffer));
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normalMap->generateMipmaps(*engine);
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return normalMap;
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}
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int main(int argc, char** argv) {
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Config config;
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config.title = "suzanne";
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config.iblDirectory = FilamentApp::getRootAssetsPath() + IBL_FOLDER;
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App app;
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auto setup = [config, &app](Engine* engine, View* view, Scene* scene) {
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auto& tcm = engine->getTransformManager();
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auto& rcm = engine->getRenderableManager();
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auto& em = utils::EntityManager::get();
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// Create textures. The KTX bundles are freed by KtxUtility.
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auto albedo = new image::KtxBundle(MONKEY_ALBEDO_S3TC_DATA, MONKEY_ALBEDO_S3TC_SIZE);
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auto ao = new image::KtxBundle(MONKEY_AO_DATA, MONKEY_AO_SIZE);
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auto metallic = new image::KtxBundle(MONKEY_METALLIC_DATA, MONKEY_METALLIC_SIZE);
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auto roughness = new image::KtxBundle(MONKEY_ROUGHNESS_DATA, MONKEY_ROUGHNESS_SIZE);
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app.albedo = ktx::createTexture(engine, albedo, true);
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app.ao = ktx::createTexture(engine, ao, false);
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app.metallic = ktx::createTexture(engine, metallic, false);
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app.roughness = ktx::createTexture(engine, roughness, false);
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app.normal = loadNormalMap(engine, MONKEY_NORMAL_DATA, MONKEY_NORMAL_SIZE);
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TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
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TextureSampler::MagFilter::LINEAR);
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// Instantiate material.
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app.material = Material::Builder()
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.package(RESOURCES_TEXTUREDLIT_DATA, RESOURCES_TEXTUREDLIT_SIZE).build(*engine);
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app.materialInstance = app.material->createInstance();
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app.materialInstance->setParameter("albedo", app.albedo, sampler);
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app.materialInstance->setParameter("ao", app.ao, sampler);
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app.materialInstance->setParameter("metallic", app.metallic, sampler);
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app.materialInstance->setParameter("normal", app.normal, sampler);
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app.materialInstance->setParameter("roughness", app.roughness, sampler);
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auto ibl = FilamentApp::get().getIBL()->getIndirectLight();
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ibl->setIntensity(100000);
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ibl->setRotation(mat3f::rotation(0.5f, float3{ 0, 1, 0 }));
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// Add geometry into the scene.
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app.mesh = filamesh::MeshReader::loadMeshFromBuffer(engine, MONKEY_SUZANNE_DATA, nullptr,
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nullptr, app.materialInstance);
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auto ti = tcm.getInstance(app.mesh.renderable);
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app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
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rcm.setCastShadows(rcm.getInstance(app.mesh.renderable), false);
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scene->addEntity(app.mesh.renderable);
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tcm.setTransform(ti, app.transform);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.materialInstance);
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engine->destroy(app.mesh.renderable);
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engine->destroy(app.material);
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engine->destroy(app.albedo);
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engine->destroy(app.normal);
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engine->destroy(app.roughness);
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engine->destroy(app.metallic);
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engine->destroy(app.ao);
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};
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FilamentApp::get().run(config, setup, cleanup);
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return 0;
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}
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