Files
filament/samples/gltf_instances.cpp
Philip Rideout 8dc6fde588 gltfio API change: assets are now always 'instanced' etc
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:

(1) Consolidate separate loader entry points for GLB and GLTF.

The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points.  Clients do not (and should not) need
to check the file name extension.

(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.

In the new scheme, all assets have at least 1 instance.

Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).

This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.

This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:

    - getSkinCount, getSkinNameAt
    - getJointCountAt, getJointsAt
    - attachSkin, detachSkin
2022-08-18 08:58:24 -07:00

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/*
* Copyright (C) 2020 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 <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <filamentapp/IBL.h>
#include <filament/Engine.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
#include <filament/View.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <viewer/ViewerGui.h>
#include <camutils/Manipulator.h>
#include <getopt/getopt.h>
#include <utils/NameComponentManager.h>
#include <iostream>
#include <fstream>
#include <string>
#include <math/mat4.h>
#include "generated/resources/gltf_demo.h"
#include "materials/uberarchive.h"
using namespace filament;
using namespace filament::math;
using namespace filament::viewer;
using namespace filament::gltfio;
using namespace utils;
enum MaterialSource {
JITSHADER,
UBERSHADER,
};
struct App {
Engine* engine;
ViewerGui* viewer;
Config config;
AssetLoader* loader;
FilamentAsset* asset = nullptr;
NameComponentManager* names;
MaterialProvider* materials;
MaterialSource materialSource = JITSHADER;
ResourceLoader* resourceLoader = nullptr;
gltfio::TextureProvider* stbDecoder = nullptr;
gltfio::TextureProvider* ktxDecoder = nullptr;
int instanceToAnimate = -1;
std::vector<FilamentInstance*> instances;
};
static const char* DEFAULT_IBL = "assets/ibl/lightroom_14b";
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SHOWCASE renders the specified glTF file with instancing\n"
"Usage:\n"
" SHOWCASE [options] <gltf path>\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
" --api, -a\n"
" Specify the backend API: opengl (default), vulkan, or metal\n\n"
" --ibl=<path to cmgen IBL>, -i <path>\n"
" Override the built-in IBL\n\n"
" --num=<number of instances>, -n <num>\n"
" Number of instances (defaults to 5)\n\n"
" --animate=<instance index>, -m <num>\n"
" Instance to animate (defaults to all instances)\n\n"
" --ubershader, -u\n"
" Enable ubershaders (improves load time, adds shader complexity)\n\n"
);
const std::string from("SHOWCASE");
for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
usage.replace(pos, from.length(), exec_name);
}
std::cout << usage;
}
static int handleCommandLineArguments(int argc, char* argv[], App* app) {
static constexpr const char* OPTSTR = "ha:i:un:m:";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ "ibl", required_argument, nullptr, 'i' },
{ "num", required_argument, nullptr, 'n' },
{ "animate", required_argument, nullptr, 'm' },
{ "ubershader", no_argument, nullptr, 'u' },
{ nullptr, 0, nullptr, 0 }
};
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':
if (arg == "opengl") {
app->config.backend = Engine::Backend::OPENGL;
} else if (arg == "vulkan") {
app->config.backend = Engine::Backend::VULKAN;
} else if (arg == "metal") {
app->config.backend = Engine::Backend::METAL;
} else {
std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n";
}
break;
case 'm':
app->instanceToAnimate = atoi(arg.c_str());
break;
case 'n':
app->instances.resize(atoi(arg.c_str()));
break;
case 'i':
app->config.iblDirectory = arg;
break;
case 'u':
app->materialSource = UBERSHADER;
break;
}
}
if (app->instances.empty()) {
app->instances.resize(5);
}
return optind;
}
static std::ifstream::pos_type getFileSize(const char* filename) {
std::ifstream in(filename, std::ifstream::ate | std::ifstream::binary);
return in.tellg();
}
int main(int argc, char** argv) {
App app;
app.config.title = "glTF Instancing";
app.config.iblDirectory = FilamentApp::getRootAssetsPath() + DEFAULT_IBL;
int optionIndex = handleCommandLineArguments(argc, argv, &app);
utils::Path filename;
int num_args = argc - optionIndex;
if (num_args >= 1) {
filename = argv[optionIndex];
if (!filename.exists()) {
std::cerr << "file " << filename << " not found!" << std::endl;
return 1;
}
}
auto loadAsset = [&app](utils::Path filename) {
// Peek at the file size to allow pre-allocation.
long contentSize = static_cast<long>(getFileSize(filename.c_str()));
if (contentSize <= 0) {
std::cerr << "Unable to open " << filename << std::endl;
exit(1);
}
// Consume the glTF file.
std::ifstream in(filename.c_str(), std::ifstream::binary | std::ifstream::in);
std::vector<uint8_t> buffer(static_cast<unsigned long>(contentSize));
if (!in.read((char*) buffer.data(), contentSize)) {
std::cerr << "Unable to read " << filename << std::endl;
exit(1);
}
// Parse the glTF file and create Filament entities.
app.asset = app.loader->createInstancedAsset(buffer.data(), buffer.size(),
app.instances.data(), app.instances.size());
buffer.clear();
buffer.shrink_to_fit();
if (!app.asset) {
std::cerr << "Unable to parse " << filename << std::endl;
exit(1);
}
};
auto loadResources = [&app] (utils::Path filename) {
// Load external textures and buffers.
std::string gltfPath = filename.getAbsolutePath();
ResourceConfiguration configuration;
configuration.engine = app.engine;
configuration.gltfPath = gltfPath.c_str();
configuration.normalizeSkinningWeights = true;
configuration.recomputeBoundingBoxes = false;
if (!app.resourceLoader) {
app.resourceLoader = new gltfio::ResourceLoader(configuration);
app.stbDecoder = createStbProvider(app.engine);
app.ktxDecoder = createKtx2Provider(app.engine);
app.resourceLoader->addTextureProvider("image/png", app.stbDecoder);
app.resourceLoader->addTextureProvider("image/jpeg", app.stbDecoder);
app.resourceLoader->addTextureProvider("image/ktx2", app.ktxDecoder);
}
if (!app.resourceLoader->asyncBeginLoad(app.asset)) {
std::cerr << "Unable to start loading resources for " << filename << std::endl;
exit(1);
}
// Load animation data.
app.asset->getAnimator();
if (app.instanceToAnimate > -1) {
app.instances[app.instanceToAnimate]->getAnimator();
}
auto ibl = FilamentApp::get().getIBL();
if (ibl) {
app.viewer->setIndirectLight(ibl->getIndirectLight(), ibl->getSphericalHarmonics());
}
};
auto arrangeIntoCircle = [&app]() {
auto& tcm = app.engine->getTransformManager();
auto extent = app.asset->getBoundingBox().extent();
float max_extent = std::max(std::max(extent.x, extent.y), extent.z);
auto translation = mat4f::translation(float3(max_extent, 0, 0));
for (size_t inst = 0; inst < app.instances.size(); ++inst) {
FilamentInstance* instance = app.instances[inst];
auto transformRoot = tcm.getInstance(instance->getRoot());
float theta = inst * 2.0 * M_PI / app.instances.size();
auto rotation = mat4f::rotation(theta, float3(0, 0, 1));
tcm.setTransform(transformRoot, rotation * translation);
}
};
auto setup = [&](Engine* engine, View* view, Scene* scene) {
app.engine = engine;
app.names = new NameComponentManager(EntityManager::get());
app.viewer = new ViewerGui(engine, scene, view, app.instanceToAnimate);
app.materials = (app.materialSource == JITSHADER) ? createJitShaderProvider(engine) :
createUbershaderProvider(engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
app.loader = AssetLoader::create({engine, app.materials, app.names });
if (filename.isEmpty()) {
app.asset = app.loader->createInstancedAsset(
GLTF_DEMO_DAMAGEDHELMET_DATA, GLTF_DEMO_DAMAGEDHELMET_SIZE,
app.instances.data(), app.instances.size());
} else {
loadAsset(filename);
}
FilamentInstance* const instance = app.instanceToAnimate > -1 ?
app.instances[app.instanceToAnimate] : nullptr;
arrangeIntoCircle();
loadResources(filename);
app.viewer->setAsset(app.asset, instance);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
app.loader->destroyAsset(app.asset);
app.materials->destroyMaterials();
delete app.viewer;
delete app.materials;
delete app.names;
delete app.resourceLoader;
delete app.stbDecoder;
delete app.ktxDecoder;
AssetLoader::destroy(&app.loader);
};
auto animate = [&app, arrangeIntoCircle](Engine* engine, View* view, double now) {
app.resourceLoader->asyncUpdateLoad();
app.viewer->updateRootTransform();
app.viewer->populateScene();
app.viewer->applyAnimation(now);
// Add a new instance every second until reaching 100 instances.
static double previous = 0.0;
if (now - previous > 1.0 && app.asset->getAssetInstanceCount() < 100) {
FilamentInstance* instance = app.loader->createInstance(app.asset);
// If the asset has variants, rotate through each variant.
const size_t variantCount = app.asset->getMaterialVariantCount();
if (variantCount > 1) {
instance->applyMaterialVariant(app.instances.size() % variantCount);
}
app.instances.push_back(instance);
arrangeIntoCircle();
previous = now;
}
};
auto gui = [&app](Engine* engine, View* view) { };
auto preRender = [&app](Engine* engine, View* view, Scene* scene, Renderer* renderer) { };
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.animate(animate);
filamentApp.run(app.config, setup, cleanup, gui, preRender);
return 0;
}