434 lines
15 KiB
C++
434 lines
15 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 "common/arguments.h"
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.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/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/Texture.h>
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#include <filament/TextureSampler.h>
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#include <filament/TransformManager.h>
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#include <filament/VertexBuffer.h>
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#include <filament/View.h>
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#include <utils/EntityManager.h>
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#include <utils/JobSystem.h>
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#include <utils/Path.h>
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#include <getopt/getopt.h>
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#include <filamentapp/FilamentApp.h>
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#define STB_PERLIN_IMPLEMENTATION
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#include <stb_perlin.h>
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#include <math/mat4.h>
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#include <math/norm.h>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include <imgui.h>
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#include "generated/resources/resources.h"
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using namespace filament;
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using namespace filament::math;
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using utils::Entity;
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using utils::EntityManager;
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using utils::Path;
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using MinFilter = TextureSampler::MinFilter;
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using MagFilter = TextureSampler::MagFilter;
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struct App {
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Skybox* skybox = nullptr;
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VertexBuffer* vb = nullptr;
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IndexBuffer* ib = nullptr;
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Material* mat = nullptr;
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MaterialInstance* matInstance = nullptr;
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Texture* r8Tex = nullptr;
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Texture* floatTex = nullptr;
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Texture* rgbTex = nullptr;
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Entity renderable;
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};
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struct Vertex {
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filament::math::float3 position;
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filament::math::float2 uv;
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};
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enum NoiseType {
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PERLIN = 0,
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RIDGE,
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FBM,
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TURBULENCE
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};
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struct Params {
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float lacunarity = 2.0f;
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float gain = 0.5f;
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int octaves = 2;
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float speed = 1.0f;
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int noiseType = 0;
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bool updateSubRegion = false;
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int textureType = 0;
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int currentTextureType = -1;
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bool addPadding = false;
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};
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static Params g_params;
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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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"HEIGHTFIELD is a command-line tool for testing Filament texture updates.\n"
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"Usage:\n"
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" HEIGHTFIELD [options]\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_USAGE"
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);
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const std::string from("HEIGHTFIELD");
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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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const std::string apiUsage("API_USAGE");
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for (size_t pos = usage.find(apiUsage); pos != std::string::npos; pos = usage.find(apiUsage, pos)) {
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usage.replace(pos, apiUsage.length(), samples::getBackendAPIArgumentsUsage());
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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 = "ha:";
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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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{ nullptr, 0, nullptr, 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 != nullptr ? 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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config->backend = samples::parseArgumentsForBackend(arg);
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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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template<typename T>
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T packFloat(float f);
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template <>
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float packFloat(float f) { return f; }
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template <>
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uint8_t packFloat(float f) { return packUnorm8(f); }
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template <>
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filament::math::byte3 packFloat(float f) { return filament::math::byte3 {packUnorm8(f), 0, 0}; }
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template<typename T>
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void populateTextureWithPerlin(Texture* texture, Engine& engine, float time, Params& params,
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size_t xoffset, size_t yoffset, size_t dimension, size_t bufferPadding) {
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using namespace utils;
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// The bufferPadding parameter adds some padding to the left and top of the pixel buffer. This
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// tests that the backend respects PixelBufferDescriptor's left and top parameters.
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assert(bufferPadding < dimension);
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const size_t dimensionWithPadding = dimension + bufferPadding;
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const size_t imageBufferSize = dimensionWithPadding * dimensionWithPadding * sizeof(T);
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T* imageData = (T*) malloc(imageBufferSize);
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JobSystem* js = &engine.getJobSystem();
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typedef float (*NoiseFunc)(float, float, float, float, float, int);
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NoiseFunc noiseGen = nullptr;
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switch (params.noiseType) {
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case NoiseType::PERLIN:
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noiseGen = [](float x, float y, float z, float, float, int) {
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return stb_perlin_noise3(x, y, z, 0, 0, 0);
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};
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break;
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case NoiseType::RIDGE:
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noiseGen = [](float x, float y, float z, float lacunarity, float gain, int octaves) {
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return stb_perlin_ridge_noise3(x, y, z, lacunarity, gain, 1.0f, octaves);
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};
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break;
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case NoiseType::FBM:
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noiseGen = stb_perlin_fbm_noise3;
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break;
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case NoiseType::TURBULENCE:
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noiseGen = stb_perlin_turbulence_noise3;
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break;
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}
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auto work = [imageData, dimension, bufferPadding, time, params, noiseGen](uint32_t startPixel,
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uint32_t pixelCount) {
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for (uint32_t p = startPixel; p < startPixel + pixelCount; p++) {
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const size_t r = p / dimension;
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const size_t c = p % dimension;
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float x = (float) r / dimension;
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float y = (float) c / dimension;
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float noise = noiseGen(x, y, time, params.lacunarity, params.gain, params.octaves);
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const size_t pixelIndex = (bufferPadding + r) * (dimension + bufferPadding) +
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(bufferPadding + c);
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imageData[pixelIndex] = packFloat<T>(noise);
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}
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};
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auto job = jobs::parallel_for(*js, nullptr, 0, dimension * dimension, std::cref(work),
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jobs::CountSplitter<64, 32>());
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js->runAndWait(job);
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Texture::PixelBufferDescriptor::PixelDataFormat format {};
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Texture::PixelBufferDescriptor::PixelDataType type {};
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if (texture->getFormat() == Texture::InternalFormat::R8) {
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format = Texture::Format::R;
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type = Texture::Type::UBYTE;
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} else if (texture->getFormat() == Texture::InternalFormat::R32F) {
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format = Texture::Format::R;
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type = Texture::Type::FLOAT;
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} else if (texture->getFormat() == Texture::InternalFormat::RGB8) {
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format = Texture::Format::RGB;
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type = Texture::Type::UBYTE;
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}
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Texture::PixelBufferDescriptor pixelBuffer(imageData, imageBufferSize,
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format, type, 1, bufferPadding, bufferPadding, dimensionWithPadding,
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[](void* buffer, size_t, void*) {
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free(buffer);
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});
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texture->setImage(engine, 0, xoffset, yoffset, dimension, dimension, std::move(pixelBuffer));
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}
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static void gui(Engine*, View*) {
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auto& params = g_params;
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ImGui::Begin("Parameters");
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{
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if (ImGui::CollapsingHeader("Noise", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::Combo("Noise type", &g_params.noiseType,
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"perlin\0ridge\0fbm\0turbulence\0\0");
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if (g_params.noiseType != NoiseType::PERLIN) {
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ImGui::SliderFloat("Lacunarity", ¶ms.lacunarity, 0.0f, 5.0f);
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ImGui::SliderFloat("Gain", ¶ms.gain, 0.0f, 1.0f);
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ImGui::SliderInt("Octaves", ¶ms.octaves, 1, 10);
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}
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}
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ImGui::SliderFloat("Speed", ¶ms.speed, 0.0f, 5.0f);
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ImGui::Checkbox("Update subregion", ¶ms.updateSubRegion);
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ImGui::Checkbox("Add pixel buffer padding", ¶ms.addPadding);
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ImGui::Combo("Texture format", &g_params.textureType,
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"R8\0R32F\0RGB8\0\0");
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}
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ImGui::End();
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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 = "Heightfield";
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handleCommandLineArgments(argc, argv, &config);
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const size_t textureSize = 512;
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App app;
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auto setup = [&app](Engine* engine, View* view, Scene* scene) {
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// Create heightfield textures for each format.
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app.r8Tex = Texture::Builder()
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.width(uint32_t(textureSize))
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.height(uint32_t(textureSize))
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.levels(1)
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.sampler(Texture::Sampler::SAMPLER_2D)
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.format(Texture::InternalFormat::R8)
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.build(*engine);
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app.floatTex = Texture::Builder()
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.width(uint32_t(textureSize))
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.height(uint32_t(textureSize))
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.levels(1)
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.sampler(Texture::Sampler::SAMPLER_2D)
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.format(Texture::InternalFormat::R32F)
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.build(*engine);
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app.rgbTex = Texture::Builder()
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.width(uint32_t(textureSize))
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.height(uint32_t(textureSize))
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.levels(1)
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.sampler(Texture::Sampler::SAMPLER_2D)
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.format(Texture::InternalFormat::RGB8)
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.build(*engine);
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TextureSampler sampler(MinFilter::LINEAR, MagFilter::LINEAR);
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// Set up view
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app.skybox = Skybox::Builder().color({0.03f, 0.04f, 0.36f, 1.0f}).build(*engine);
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scene->setSkybox(app.skybox);
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view->setPostProcessingEnabled(false);
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// Generate heightfield vertices.
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constexpr size_t VERTICES_SIZE = 256;
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constexpr size_t vertexCount = VERTICES_SIZE * VERTICES_SIZE;
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static Vertex vertices[vertexCount] = {};
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Vertex* vertex = vertices;
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constexpr size_t indexCount = (VERTICES_SIZE - 1) * (VERTICES_SIZE - 1) * 2 * 3;
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static uint16_t indices[indexCount] = {};
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for (size_t r = 0; r < VERTICES_SIZE; r++) {
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for (size_t c = 0; c < VERTICES_SIZE; c++) {
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const float x = (float) c / (VERTICES_SIZE - 1) * 2.0f - 1.0f;
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const float z = (float) r / (VERTICES_SIZE - 1) * 2.0f - 1.0f;
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vertex->position = {x, 0.0f, z};
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vertex->uv = {(float) c / (VERTICES_SIZE - 1), (float) r / (VERTICES_SIZE - 1)};
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vertex++;
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}
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}
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// Generate heightfield indices.
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size_t i = 0;
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size_t q = 0;
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const size_t indicesPerRow = VERTICES_SIZE;
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for (size_t r = 0; r < VERTICES_SIZE - 1; r++) {
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for (size_t c = 0; c < VERTICES_SIZE - 1; c++) {
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indices[i + 0] = q;
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indices[i + 1] = q + 1;
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indices[i + 2] = q + indicesPerRow;
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indices[i + 3] = q + 1 + indicesPerRow;
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indices[i + 4] = q + indicesPerRow;
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indices[i + 5] = q + 1;
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i += 6;
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q++;
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}
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q++;
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}
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// Create heightfield renderable.
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static_assert(sizeof(Vertex) == 20, "Strange vertex size.");
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app.vb = VertexBuffer::Builder()
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.vertexCount(vertexCount)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0,
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sizeof(Vertex))
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.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::FLOAT2, 12,
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sizeof(Vertex))
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.build(*engine);
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app.vb->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(vertices, sizeof(Vertex) * vertexCount, nullptr));
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app.ib = IndexBuffer::Builder()
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.indexCount(indexCount)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*engine);
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app.ib->setBuffer(*engine,
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IndexBuffer::BufferDescriptor(indices, sizeof(uint16_t) * indexCount, nullptr));
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app.mat = Material::Builder()
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.package(RESOURCES_HEIGHTFIELD_DATA, RESOURCES_HEIGHTFIELD_SIZE)
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.build(*engine);
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app.matInstance = app.mat->createInstance();
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app.matInstance->setParameter("height", app.r8Tex, sampler);
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app.renderable = EntityManager::get().create();
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RenderableManager::Builder(1)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, app.matInstance)
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0,
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indexCount)
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.culling(false)
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.receiveShadows(true)
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.castShadows(true)
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.build(*engine, app.renderable);
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scene->addEntity(app.renderable);
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auto& tcm = engine->getTransformManager();
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auto ti = tcm.getInstance(app.renderable);
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tcm.setTransform(ti, mat4f{ mat3f(1.0f), float3(0.0f, 0.0f, -4.0f) });
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.skybox);
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engine->destroy(app.renderable);
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engine->destroy(app.matInstance);
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engine->destroy(app.mat);
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engine->destroy(app.r8Tex);
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engine->destroy(app.floatTex);
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engine->destroy(app.rgbTex);
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engine->destroy(app.vb);
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engine->destroy(app.ib);
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};
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FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
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const size_t offset = g_params.updateSubRegion ? 64 : 0;
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const size_t dimension = g_params.updateSubRegion ? textureSize / 2 : textureSize;
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const size_t padding = g_params.addPadding ? 32 : 0;
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TextureSampler sampler(MinFilter::LINEAR, MagFilter::LINEAR);
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Texture* textureUpdate = nullptr;
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if (g_params.textureType != g_params.currentTextureType) {
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if (g_params.textureType == 0) {
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textureUpdate = app.r8Tex;
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} else if (g_params.textureType == 1) {
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textureUpdate = app.floatTex;
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} else if (g_params.textureType == 2) {
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textureUpdate = app.rgbTex;
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}
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g_params.currentTextureType = g_params.textureType;
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}
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if (textureUpdate) {
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app.matInstance->setParameter("height", textureUpdate, sampler);
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}
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const auto n = static_cast<float>(now);
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if (g_params.textureType == 0) {
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populateTextureWithPerlin<uint8_t>(app.r8Tex, *engine, n * g_params.speed, g_params,
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offset, offset, dimension, padding);
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} else if (g_params.textureType == 1) {
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populateTextureWithPerlin<float>(app.floatTex, *engine, n * g_params.speed, g_params,
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offset, offset, dimension, padding);
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} else if (g_params.textureType == 2) {
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populateTextureWithPerlin<filament::math::byte3>(app.rgbTex, *engine,
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n * g_params.speed, g_params, offset, offset, dimension, padding);
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}
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});
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FilamentApp::get().run(config, setup, cleanup, gui);
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return 0;
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}
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