Files
filament/samples/sample_cloth.cpp

286 lines
10 KiB
C++

/*
* Copyright (C) 2017 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 "common/arguments.h"
#include <iostream>
#include <string>
#include <map>
#include <vector>
#include <getopt/getopt.h>
#include <utils/Path.h>
#include <filament/Engine.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <math/mat3.h>
#include <math/mat4.h>
#include <math/vec4.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <stb_image.h>
#include <utils/EntityManager.h>
#include <filamat/MaterialBuilder.h>
#include <filameshio/MeshReader.h>
using namespace filament::math;
using namespace filament;
using namespace filamesh;
using namespace filamat;
using namespace utils;
static std::vector<Path> g_filenames;
static MeshReader::MaterialRegistry g_materialInstances;
static std::vector<MeshReader::Mesh> g_meshes;
static const Material* g_material;
static Entity g_light;
static std::map<std::string, Texture*> g_maps;
static Config g_config;
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SAMPLE_CLOTH is an example of cloth rendering\n"
"Usage:\n"
" SAMPLE_CLOTH [options] <filamesh input files>\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
"API_USAGE"
" --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"
);
const std::string from("SAMPLE_CLOTH");
for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
usage.replace(pos, from.length(), exec_name);
}
const std::string apiUsage("API_USAGE");
for (size_t pos = usage.find(apiUsage); pos != std::string::npos; pos = usage.find(apiUsage, pos)) {
usage.replace(pos, apiUsage.length(), samples::getBackendAPIArgumentsUsage());
}
std::cout << usage;
}
static int handleCommandLineArgments(int argc, char* argv[], Config* config) {
static constexpr const char* OPTSTR = "ha:i:vs:";
static const struct option OPTIONS[] = {
{ "help", no_argument, 0, 'h' },
{ "api", required_argument, 0, 'a' },
{ "ibl", required_argument, 0, 'i' },
{ "split-view", no_argument, 0, 'v' },
{ "scale", required_argument, 0, 's' },
{ 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 'a':
config->backend = samples::parseArgumentsForBackend(arg);
break;
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;
}
}
return optind;
}
static void cleanup(Engine* engine, View* view, Scene* scene) {
for (auto map : g_maps) {
engine->destroy(map.second);
}
std::vector<filament::MaterialInstance*> materialList(g_materialInstances.numRegistered());
g_materialInstances.getRegisteredMaterials(materialList.data());
for (auto material : materialList) {
engine->destroy(material);
}
g_materialInstances.unregisterAll();
engine->destroy(g_material);
EntityManager& em = EntityManager::get();
for (auto mesh : g_meshes) {
engine->destroy(mesh.vertexBuffer);
engine->destroy(mesh.indexBuffer);
engine->destroy(mesh.renderable);
em.destroy(mesh.renderable);
}
engine->destroy(g_light);
em.destroy(g_light);
}
Texture* loadMap(Engine* engine, const char* name, bool sRGB = true) {
Path path(name);
if (path.exists()) {
int w, h, n;
unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3);
if (data != nullptr) {
Texture* map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(sRGB ? Texture::InternalFormat::SRGB8 : Texture::InternalFormat::RGB8)
.usage(Texture::Usage::DEFAULT | Texture::Usage::GEN_MIPMAPPABLE)
.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);
g_maps[name] = map;
return map;
} else {
std::cout << "The map " << path << " could not be loaded" << std::endl;
}
} else {
std::cout << "The map " << path << " does not exist" << std::endl;
}
return nullptr;
}
static void setup(Engine* engine, View* view, Scene* scene) {
Texture* normal = loadMap(engine, "normal.png", false);
Texture* basecolor = loadMap(engine, "basecolor.png");
Texture* roughness = loadMap(engine, "roughness.png", false);
if (!basecolor || !normal || !roughness) {
std::cout << "Need basecolor.png, normal.png and roughness.png" << std::endl;
return;
}
MaterialBuilder::init();
MaterialBuilder builder;
builder
.name("DefaultMaterial")
.targetApi(MaterialBuilder::TargetApi::ALL)
#ifndef NDEBUG
.optimization(MaterialBuilderBase::Optimization::NONE)
#endif
.require(VertexAttribute::UV0)
.parameter("normalMap", MaterialBuilder::SamplerType::SAMPLER_2D)
.parameter("basecolorMap", MaterialBuilder::SamplerType::SAMPLER_2D)
.parameter("roughnessMap", MaterialBuilder::SamplerType::SAMPLER_2D)
.material(R"SHADER(
void material(inout MaterialInputs material) {
vec2 uv = getUV0() * 2.0;
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
prepareMaterial(material);
vec3 baseColor = texture(materialParams_basecolorMap, uv).rgb;
float luma = dot(baseColor, vec3(0.2126, 0.7152, 0.0722));
material.baseColor.rgb = baseColor;
material.roughness = texture(materialParams_roughnessMap, uv).r;
material.sheenColor = vec3(luma) * 0.5;
}
)SHADER")
.shading(Shading::CLOTH);
Package pkg = builder.build(engine->getJobSystem());
g_material = Material::Builder().package(pkg.getData(), pkg.getSize())
.build(*engine);
const utils::CString defaultMaterialName("DefaultMaterial");
g_materialInstances.registerMaterialInstance(defaultMaterialName, g_material->createInstance());
TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT);
sampler.setAnisotropy(8.0f);
g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("normalMap", normal, sampler);
g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("basecolorMap", basecolor, sampler);
g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("roughnessMap", roughness, sampler);
auto& tcm = engine->getTransformManager();
for (const auto& filename : g_filenames) {
MeshReader::Mesh mesh = MeshReader::loadMeshFromFile(engine, filename, g_materialInstances);
if (mesh.renderable) {
auto ei = tcm.getInstance(mesh.renderable);
tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } *
tcm.getWorldTransform(ei));
scene->addEntity(mesh.renderable);
g_meshes.push_back(mesh);
}
}
g_light = EntityManager::get().create();
LightManager::Builder(LightManager::Type::DIRECTIONAL)
.color(Color::toLinear<ACCURATE>({0.98f, 0.92f, 0.89f}))
.intensity(110000)
.direction({0.6, -1, -0.8})
.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 = "Cloth shading";
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.run(g_config, setup, cleanup);
return 0;
}