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filament/samples/gltf_viewer.cpp
2020-02-12 10:03:06 -08:00

288 lines
9.8 KiB
C++

/*
* Copyright (C) 2019 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.
*/
#define GLTFIO_SIMPLEVIEWER_IMPLEMENTATION
#include "app/Config.h"
#include "app/FilamentApp.h"
#include "app/IBL.h"
#include <filament/Engine.h>
#include <filament/Scene.h>
#include <filament/View.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/SimpleViewer.h>
#include <getopt/getopt.h>
#include <utils/NameComponentManager.h>
#include <fstream>
#include <iostream>
#include <string>
#include "generated/resources/gltf_viewer.h"
using namespace filament;
using namespace gltfio;
using namespace utils;
struct App {
Engine* engine;
SimpleViewer* viewer;
Config config;
AssetLoader* loader;
FilamentAsset* asset = nullptr;
NameComponentManager* names;
MaterialProvider* materials;
MaterialSource materialSource = GENERATE_SHADERS;
bool actualSize = false;
gltfio::ResourceLoader* resourceLoader = nullptr;
};
static const char* DEFAULT_IBL = "venetian_crossroads_2k";
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SHOWCASE renders the specified glTF file, or a built-in file if none is specified\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"
" --actual-size, -s\n"
" Do not scale the model to fit into a unit cube\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:us";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ "ibl", required_argument, nullptr, 'i' },
{ "ubershader", no_argument, nullptr, 'u' },
{ "actual-size", no_argument, nullptr, 's' },
{ 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 'i':
app->config.iblDirectory = arg;
break;
case 'u':
app->materialSource = LOAD_UBERSHADERS;
break;
case 's':
app->actualSize = true;
break;
}
}
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 = "Filament";
app.config.iblDirectory = FilamentApp::getRootAssetsPath() + DEFAULT_IBL;
int option_index = handleCommandLineArguments(argc, argv, &app);
utils::Path filename;
int num_args = argc - option_index;
if (num_args >= 1) {
filename = argv[option_index];
if (!filename.exists()) {
std::cerr << "file " << filename << " not found!" << std::endl;
return 1;
}
if (filename.isDirectory()) {
auto files = filename.listContents();
for (auto file : files) {
if (file.getExtension() == "gltf" || file.getExtension() == "glb") {
filename = file;
break;
}
}
if (filename.isDirectory()) {
std::cerr << "no glTF file found in " << filename << 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::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.
if (filename.getExtension() == "glb") {
app.asset = app.loader->createAssetFromBinary(buffer.data(), buffer.size());
} else {
app.asset = app.loader->createAssetFromJson(buffer.data(), buffer.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.
ResourceConfiguration configuration;
configuration.engine = app.engine;
configuration.gltfPath = filename.getAbsolutePath().c_str();
configuration.normalizeSkinningWeights = true;
configuration.recomputeBoundingBoxes = false;
if (!app.resourceLoader) {
app.resourceLoader = new gltfio::ResourceLoader(configuration);
}
app.resourceLoader->asyncBeginLoad(app.asset);
// Load animation data then free the source hierarchy.
app.asset->getAnimator();
app.asset->releaseSourceData();
auto ibl = FilamentApp::get().getIBL();
if (ibl) {
app.viewer->setIndirectLight(ibl->getIndirectLight(), ibl->getSphericalHarmonics());
}
};
auto setup = [&](Engine* engine, View* view, Scene* scene) {
app.engine = engine;
app.names = new NameComponentManager(EntityManager::get());
app.viewer = new SimpleViewer(engine, scene, view);
app.materials = (app.materialSource == GENERATE_SHADERS) ?
createMaterialGenerator(engine) : createUbershaderLoader(engine);
app.loader = AssetLoader::create({engine, app.materials, app.names });
if (filename.isEmpty()) {
app.asset = app.loader->createAssetFromBinary(GLTF_VIEWER_DAMAGEDHELMET_DATA,
GLTF_VIEWER_DAMAGEDHELMET_SIZE);
} else {
loadAsset(filename);
}
loadResources(filename);
app.viewer->setUiCallback([&app, scene] () {
float progress = app.resourceLoader->asyncGetLoadProgress();
if (progress < 1.0) {
ImGui::ProgressBar(progress);
}
if (ImGui::CollapsingHeader("Stats")) {
ImGui::Text("%zu entities in the asset", app.asset->getEntityCount());
ImGui::Text("%zu renderables (excluding UI)", scene->getRenderableCount());
ImGui::Text("%zu skipped frames", FilamentApp::get().getSkippedFrameCount());
}
});
// Leave FXAA enabled but we also enable MSAA for a nice result. The wireframe looks
// much better with MSAA enabled.
view->setSampleCount(4);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
delete app.viewer;
app.loader->destroyAsset(app.asset);
app.materials->destroyMaterials();
delete app.materials;
AssetLoader::destroy(&app.loader);
delete app.names;
};
auto animate = [&app](Engine* engine, View* view, double now) {
app.resourceLoader->asyncUpdateLoad();
// Add renderables to the scene as they become ready.
app.viewer->populateScene(app.asset, !app.actualSize);
app.viewer->applyAnimation(now);
};
auto gui = [&app](filament::Engine* engine, filament::View* view) {
app.viewer->updateUserInterface();
FilamentApp::get().setSidebarWidth(app.viewer->getSidebarWidth());
};
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.animate(animate);
filamentApp.setDropHandler([&] (std::string path) {
app.viewer->removeAsset();
app.loader->destroyAsset(app.asset);
loadAsset(path);
loadResources(path);
});
filamentApp.run(app.config, setup, cleanup, gui);
return 0;
}