* Revert "Rollback MeshAssimp enhancements."
This reverts commit b3dce967eb.
* Re-enable glTF support
* Start looking for texture ids at 1, not 0
* Detect if the importer is glTF
* glTF and regular materials both work
182 lines
5.6 KiB
C++
182 lines
5.6 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 "app/Config.h"
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#include "app/FilamentApp.h"
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#include "app/MeshAssimp.h"
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#include <filament/Engine.h>
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#include <filament/LightManager.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/RenderableManager.h>
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#include <filament/TransformManager.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/IndirectLight.h>
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#include <utils/Path.h>
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#include <utils/EntityManager.h>
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#include <math/mat3.h>
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#include <math/mat4.h>
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#include <math/vec3.h>
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#include <getopt/getopt.h>
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#include <stb_image.h>
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#include <memory>
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#include <map>
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#include <string>
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#include <vector>
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using namespace math;
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using namespace filament;
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using namespace filamat;
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using namespace utils;
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static std::vector<Path> g_filenames;
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static std::map<std::string, MaterialInstance*> g_materialInstances;
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static std::unique_ptr<MeshAssimp> g_meshSet;
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static const Material* g_material;
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static Entity g_light;
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static Config g_config;
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static void printUsage(char* name) {
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std::string usage(
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"gltf_viewer displays gltf models using the filament renderer\n"
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"Usage:\n"
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" gltf_viewer [options] <gltf/glb>\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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" --ibl=<path to cmgen IBL>, -i <path>\n"
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" Applies an IBL generated by cmgen's deploy option\n\n"
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" --split-view, -v\n"
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" Splits the window into 4 views\n\n"
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);
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std::cout << usage;
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}
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static int handleCommandLineArgments(int argc, char* argv[], Config* config) {
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static constexpr const char* OPTSTR = "hi:v";
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static const struct option OPTIONS[] = {
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{ "help", no_argument, nullptr, 'h' },
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{ "ibl", required_argument, nullptr, 'i' },
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{ "split-view", no_argument, nullptr, 'v' },
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{ 0, 0, 0, 0 } // termination of the option list
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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 'i':
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config->iblDirectory = arg;
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break;
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case 'v':
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config->splitView = true;
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break;
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}
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}
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return optind;
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}
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static void cleanup(Engine* engine, View* view, Scene* scene) {
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for (auto& item : g_materialInstances) {
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auto materialInstance = item.second;
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engine->destroy(materialInstance);
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}
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g_meshSet.reset(nullptr);
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engine->destroy(g_material);
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EntityManager& em = EntityManager::get();
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engine->destroy(g_light);
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em.destroy(g_light);
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}
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static void setup(Engine* engine, View* view, Scene* scene) {
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g_meshSet = std::make_unique<MeshAssimp>(*engine);
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for (auto& filename : g_filenames) {
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g_meshSet->addFromFile(filename, g_materialInstances, false);
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}
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auto& rcm = engine->getRenderableManager();
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auto& tcm = engine->getTransformManager();
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// Compute the scale required to fit the model's bounding box into [-1, 1]
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float maxExtent = 0;
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maxExtent = std::max(g_meshSet->maxBound.x - g_meshSet->minBound.x, g_meshSet->maxBound.y - g_meshSet->minBound.y);
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maxExtent = std::max(maxExtent, g_meshSet->maxBound.z - g_meshSet->minBound.z);
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float scaleFactor = 2.0f / maxExtent;
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float3 center = -1 * (g_meshSet->maxBound + g_meshSet->minBound) / 2.0f;
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center.z -= 4.0f / scaleFactor;
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auto rooti = tcm.getInstance(g_meshSet->rootEntity);
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tcm.setTransform(rooti, mat4f::scale(float3(scaleFactor)) * mat4f::translate(center));
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for (auto renderable : g_meshSet->getRenderables()) {
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if (rcm.hasComponent(renderable)) {
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auto instance = rcm.getInstance(renderable);
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rcm.setCastShadows(instance, true);
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rcm.setReceiveShadows(instance, true);
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scene->addEntity(renderable);
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}
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}
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g_light = EntityManager::get().create();
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LightManager::Builder(LightManager::Type::SUN)
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.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
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.intensity(110000)
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.direction({ 0.7, -1, -0.8 })
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.sunAngularRadius(1.9f)
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.castShadows(true)
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.build(*engine, g_light);
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scene->addEntity(g_light);
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}
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int main(int argc, char* argv[]) {
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int option_index = handleCommandLineArgments(argc, argv, &g_config);
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int num_args = argc - option_index;
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if (num_args < 1) {
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printUsage(argv[0]);
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return 1;
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}
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for (int i = option_index; i < argc; i++) {
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utils::Path filename = argv[i];
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if (!filename.exists()) {
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std::cerr << "file " << argv[option_index] << " not found!" << std::endl;
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return 1;
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}
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g_filenames.push_back(filename);
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}
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FilamentApp& filamentApp = FilamentApp::get();
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filamentApp.run(g_config, setup, cleanup);
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return 0;
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}
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