288 lines
9.8 KiB
C++
288 lines
9.8 KiB
C++
/*
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* Copyright (C) 2019 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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#define GLTFIO_SIMPLEVIEWER_IMPLEMENTATION
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#include "app/Config.h"
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#include "app/FilamentApp.h"
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#include "app/IBL.h"
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#include <filament/Engine.h>
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#include <filament/Scene.h>
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#include <filament/View.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/ResourceLoader.h>
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#include <gltfio/SimpleViewer.h>
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#include <getopt/getopt.h>
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#include <utils/NameComponentManager.h>
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#include <fstream>
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#include <iostream>
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#include <string>
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#include "generated/resources/gltf_viewer.h"
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using namespace filament;
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using namespace gltfio;
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using namespace utils;
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struct App {
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Engine* engine;
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SimpleViewer* viewer;
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Config config;
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AssetLoader* loader;
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FilamentAsset* asset = nullptr;
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NameComponentManager* names;
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MaterialProvider* materials;
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MaterialSource materialSource = GENERATE_SHADERS;
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bool actualSize = false;
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gltfio::ResourceLoader* resourceLoader = nullptr;
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};
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static const char* DEFAULT_IBL = "venetian_crossroads_2k";
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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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"SHOWCASE renders the specified glTF file, or a built-in file if none is specified\n"
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"Usage:\n"
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" SHOWCASE [options] <gltf path>\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, -a\n"
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" Specify the backend API: opengl (default), vulkan, or metal\n\n"
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" --ibl=<path to cmgen IBL>, -i <path>\n"
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" Override the built-in IBL\n\n"
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" --actual-size, -s\n"
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" Do not scale the model to fit into a unit cube\n\n"
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" --ubershader, -u\n"
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" Enable ubershaders (improves load time, adds shader complexity)\n\n"
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);
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const std::string from("SHOWCASE");
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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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std::cout << usage;
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}
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static int handleCommandLineArguments(int argc, char* argv[], App* app) {
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static constexpr const char* OPTSTR = "ha:i:us";
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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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{ "ibl", required_argument, nullptr, 'i' },
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{ "ubershader", no_argument, nullptr, 'u' },
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{ "actual-size", no_argument, nullptr, 's' },
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{ nullptr, 0, nullptr, 0 }
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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 'a':
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if (arg == "opengl") {
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app->config.backend = Engine::Backend::OPENGL;
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} else if (arg == "vulkan") {
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app->config.backend = Engine::Backend::VULKAN;
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} else if (arg == "metal") {
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app->config.backend = Engine::Backend::METAL;
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} else {
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std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n";
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}
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break;
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case 'i':
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app->config.iblDirectory = arg;
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break;
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case 'u':
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app->materialSource = LOAD_UBERSHADERS;
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break;
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case 's':
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app->actualSize = 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 std::ifstream::pos_type getFileSize(const char* filename) {
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std::ifstream in(filename, std::ifstream::ate | std::ifstream::binary);
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return in.tellg();
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}
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int main(int argc, char** argv) {
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App app;
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app.config.title = "Filament";
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app.config.iblDirectory = FilamentApp::getRootAssetsPath() + DEFAULT_IBL;
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int option_index = handleCommandLineArguments(argc, argv, &app);
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utils::Path filename;
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int num_args = argc - option_index;
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if (num_args >= 1) {
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filename = argv[option_index];
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if (!filename.exists()) {
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std::cerr << "file " << filename << " not found!" << std::endl;
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return 1;
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}
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if (filename.isDirectory()) {
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auto files = filename.listContents();
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for (auto file : files) {
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if (file.getExtension() == "gltf" || file.getExtension() == "glb") {
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filename = file;
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break;
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}
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}
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if (filename.isDirectory()) {
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std::cerr << "no glTF file found in " << filename << std::endl;
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return 1;
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}
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}
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}
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auto loadAsset = [&app](utils::Path filename) {
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// Peek at the file size to allow pre-allocation.
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long contentSize = static_cast<long>(getFileSize(filename.c_str()));
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if (contentSize <= 0) {
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std::cerr << "Unable to open " << filename << std::endl;
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exit(1);
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}
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// Consume the glTF file.
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std::ifstream in(filename.c_str(), std::ifstream::in);
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std::vector<uint8_t> buffer(static_cast<unsigned long>(contentSize));
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if (!in.read((char*) buffer.data(), contentSize)) {
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std::cerr << "Unable to read " << filename << std::endl;
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exit(1);
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}
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// Parse the glTF file and create Filament entities.
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if (filename.getExtension() == "glb") {
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app.asset = app.loader->createAssetFromBinary(buffer.data(), buffer.size());
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} else {
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app.asset = app.loader->createAssetFromJson(buffer.data(), buffer.size());
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}
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buffer.clear();
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buffer.shrink_to_fit();
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if (!app.asset) {
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std::cerr << "Unable to parse " << filename << std::endl;
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exit(1);
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}
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};
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auto loadResources = [&app] (utils::Path filename) {
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// Load external textures and buffers.
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ResourceConfiguration configuration;
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configuration.engine = app.engine;
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configuration.gltfPath = filename.getAbsolutePath().c_str();
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configuration.normalizeSkinningWeights = true;
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configuration.recomputeBoundingBoxes = false;
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if (!app.resourceLoader) {
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app.resourceLoader = new gltfio::ResourceLoader(configuration);
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}
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app.resourceLoader->asyncBeginLoad(app.asset);
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// Load animation data then free the source hierarchy.
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app.asset->getAnimator();
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app.asset->releaseSourceData();
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auto ibl = FilamentApp::get().getIBL();
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if (ibl) {
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app.viewer->setIndirectLight(ibl->getIndirectLight(), ibl->getSphericalHarmonics());
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}
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};
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auto setup = [&](Engine* engine, View* view, Scene* scene) {
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app.engine = engine;
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app.names = new NameComponentManager(EntityManager::get());
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app.viewer = new SimpleViewer(engine, scene, view);
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app.materials = (app.materialSource == GENERATE_SHADERS) ?
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createMaterialGenerator(engine) : createUbershaderLoader(engine);
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app.loader = AssetLoader::create({engine, app.materials, app.names });
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if (filename.isEmpty()) {
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app.asset = app.loader->createAssetFromBinary(GLTF_VIEWER_DAMAGEDHELMET_DATA,
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GLTF_VIEWER_DAMAGEDHELMET_SIZE);
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} else {
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loadAsset(filename);
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}
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loadResources(filename);
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app.viewer->setUiCallback([&app, scene] () {
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float progress = app.resourceLoader->asyncGetLoadProgress();
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if (progress < 1.0) {
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ImGui::ProgressBar(progress);
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}
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if (ImGui::CollapsingHeader("Stats")) {
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ImGui::Text("%zu entities in the asset", app.asset->getEntityCount());
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ImGui::Text("%zu renderables (excluding UI)", scene->getRenderableCount());
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ImGui::Text("%zu skipped frames", FilamentApp::get().getSkippedFrameCount());
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}
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});
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// Leave FXAA enabled but we also enable MSAA for a nice result. The wireframe looks
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// much better with MSAA enabled.
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view->setSampleCount(4);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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delete app.viewer;
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app.loader->destroyAsset(app.asset);
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app.materials->destroyMaterials();
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delete app.materials;
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AssetLoader::destroy(&app.loader);
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delete app.names;
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};
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auto animate = [&app](Engine* engine, View* view, double now) {
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app.resourceLoader->asyncUpdateLoad();
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// Add renderables to the scene as they become ready.
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app.viewer->populateScene(app.asset, !app.actualSize);
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app.viewer->applyAnimation(now);
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};
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auto gui = [&app](filament::Engine* engine, filament::View* view) {
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app.viewer->updateUserInterface();
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FilamentApp::get().setSidebarWidth(app.viewer->getSidebarWidth());
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};
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FilamentApp& filamentApp = FilamentApp::get();
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filamentApp.animate(animate);
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filamentApp.setDropHandler([&] (std::string path) {
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app.viewer->removeAsset();
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app.loader->destroyAsset(app.asset);
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loadAsset(path);
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loadResources(path);
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});
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filamentApp.run(app.config, setup, cleanup, gui);
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return 0;
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}
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