Files
filament/samples/rendertarget.cpp
Philip Rideout ca2829461a Add options to planar reflection demo.
By default, the demo now reflects the camera instead of the renderable.
However this can be changed via the command line. Users can now change
the backend too.
2021-01-19 09:16:50 -08:00

377 lines
15 KiB
C++

/*
* Copyright (C) 2021 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 <filament/Camera.h>
#include <filament/ColorGrading.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/RenderTarget.h>
#include <filament/Scene.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <utils/EntityManager.h>
#include <filameshio/MeshReader.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <getopt/getopt.h>
#include <iostream>
#include "generated/resources/resources.h"
#include "generated/resources/monkey.h"
using namespace filament;
using namespace filamesh;
using namespace filament::math;
struct Vertex {
float3 position;
float2 uv;
};
enum class ReflectionMode {
RENDERABLES,
CAMERA,
};
struct App {
utils::Entity lightEntity;
Material* meshMaterial;
MaterialInstance* meshMatInstance;
MeshReader::Mesh monkeyMesh;
utils::Entity reflectedMonkey;
mat4f transform;
Texture* offscreenTexture = nullptr;
RenderTarget* offscreenRenderTarget = nullptr;
View* offscreenView = nullptr;
Scene* offscreenScene = nullptr;
Camera* offscreenCamera = nullptr;
ReflectionMode mode;
Config config;
utils::Entity quadEntity;
VertexBuffer* quadVb = nullptr;
IndexBuffer* quadIb = nullptr;
Material* quadMaterial = nullptr;
MaterialInstance* quadMatInstance = nullptr;
ColorGrading* colorGrading = nullptr;
float3 quadCenter;
float3 quadNormal;
};
static mat4f reflectionMatrix(float4 plane) {
mat4f m;
m[0][0] = -2 * plane.x * plane.x + 1;
m[0][1] = -2 * plane.x * plane.y;
m[0][2] = -2 * plane.x * plane.z;
m[0][3] = -2 * plane.x * plane.w;
m[1][0] = -2 * plane.x * plane.y;
m[1][1] = -2 * plane.y * plane.y + 1;
m[1][2] = -2 * plane.y * plane.z;
m[1][3] = -2 * plane.y * plane.w;
m[2][0] = -2 * plane.z * plane.x;
m[2][1] = -2 * plane.z * plane.y;
m[2][2] = -2 * plane.z * plane.z + 1;
m[2][3] = -2 * plane.z * plane.w;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
return transpose(m);
}
static void setReflectionMode(App& app, ReflectionMode mode) {
switch (mode) {
case ReflectionMode::RENDERABLES:
app.offscreenScene->addEntity(app.reflectedMonkey);
app.offscreenScene->remove(app.monkeyMesh.renderable);
app.offscreenView->setFrontFaceWindingInverted(false);
break;
case ReflectionMode::CAMERA:
app.offscreenScene->addEntity(app.monkeyMesh.renderable);
app.offscreenScene->remove(app.reflectedMonkey);
app.offscreenView->setFrontFaceWindingInverted(true);
break;
}
app.mode = mode;
}
static void printUsage(char* name) {
std::string exec_name(utils::Path(name).getName());
std::string usage(
"SHOWCASE renders suzanne with planar reflection\n"
"Usage:\n"
" SHOWCASE [options]\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
" --api, -a\n"
" Specify the backend API: opengl (default), vulkan, or metal\n"
" --mode, -m\n"
" Specify the reflection mode: camera (default), or renderables\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:m:";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ "mode", required_argument, nullptr, 'm' },
{ 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";
exit(1);
}
break;
case 'm':
if (arg == "camera") {
app->mode = ReflectionMode::CAMERA;
} else if (arg == "renderables") {
app->mode = ReflectionMode::RENDERABLES;
} else {
std::cerr << "Unrecognized mode. Must be 'camera'|'renderables'.\n";
exit(1);
}
break;
}
}
return optind;
}
int main(int argc, char** argv) {
App app;
app.config.title = "rendertarget";
handleCommandLineArguments(argc, argv, &app);
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
// Filmic tone mapping is invertible in GLSL using inverseTonemapSRGB().
app.colorGrading = ColorGrading::Builder().toneMapping(ColorGrading::ToneMapping::FILMIC).build(*engine);
view->setColorGrading(app.colorGrading);
auto& tcm = engine->getTransformManager();
auto& rcm = engine->getRenderableManager();
auto& em = utils::EntityManager::get();
auto vp = view->getViewport();
// Instantiate offscreen render target.
app.offscreenView = engine->createView();
app.offscreenScene = engine->createScene();
app.offscreenView->setScene(app.offscreenScene);
app.offscreenView->setColorGrading(app.colorGrading);
app.offscreenTexture = Texture::Builder()
.width(vp.width).height(vp.height).levels(1)
.usage(Texture::Usage::COLOR_ATTACHMENT | Texture::Usage::SAMPLEABLE)
.format(Texture::InternalFormat::RGBA8).build(*engine);
app.offscreenRenderTarget = RenderTarget::Builder()
.texture(RenderTarget::COLOR, app.offscreenTexture)
.build(*engine);
app.offscreenView->setRenderTarget(app.offscreenRenderTarget);
app.offscreenView->setViewport({0, 0, vp.width, vp.height});
app.offscreenCamera = engine->createCamera(em.create());
app.offscreenView->setCamera(app.offscreenCamera);
FilamentApp::get().addOffscreenView(app.offscreenView);
// Position and orient the mirror in an interesting way.
float3 c = app.quadCenter = {-2, 0, -5};
float3 n = app.quadNormal = normalize(float3 {1, 0, 2});
float3 u = normalize(cross(app.quadNormal, float3(0, 1, 0)));
float3 v = cross(n, u);
u = 1.5 * u;
v = 1.5 * v;
static Vertex kQuadVertices[4] = { {{}, {1, 0}}, {{}, {0, 0}}, {{}, {1, 1}}, {{}, {0, 1}} };
kQuadVertices[0].position = c - u - v;
kQuadVertices[1].position = c + u - v;
kQuadVertices[2].position = c - u + v;
kQuadVertices[3].position = c + u + v;
// Create quad vertex buffer.
static_assert(sizeof(Vertex) == 20, "Strange vertex size.");
app.quadVb = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0, 20)
.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::FLOAT2, 12, 20)
.build(*engine);
app.quadVb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(kQuadVertices, 80, nullptr));
// Create quad index buffer.
static constexpr uint16_t kQuadIndices[6] = { 0, 1, 2, 3, 2, 1 };
app.quadIb = IndexBuffer::Builder()
.indexCount(6)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.quadIb->setBuffer(*engine, IndexBuffer::BufferDescriptor(kQuadIndices, 12, nullptr));
// Create quad material and renderable.
app.quadMaterial = Material::Builder()
.package(RESOURCES_MIRROR_DATA, RESOURCES_MIRROR_SIZE)
.build(*engine);
app.quadMatInstance = app.quadMaterial->createInstance();
TextureSampler sampler(TextureSampler::MinFilter::LINEAR, TextureSampler::MagFilter::LINEAR);
app.quadMatInstance->setParameter("albedo", app.offscreenTexture, sampler);
app.quadEntity = em.create();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.quadMatInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.quadVb, app.quadIb, 0, 6)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.quadEntity);
scene->addEntity(app.quadEntity);
// Instantiate mesh material.
app.meshMaterial = Material::Builder()
.package(RESOURCES_AIDEFAULTMAT_DATA, RESOURCES_AIDEFAULTMAT_SIZE).build(*engine);
auto mi = app.meshMatInstance = app.meshMaterial->createInstance();
mi->setParameter("baseColor", RgbType::LINEAR, {0.8, 1.0, 1.0});
mi->setParameter("metallic", 0.0f);
mi->setParameter("roughness", 0.4f);
mi->setParameter("reflectance", 0.5f);
// Add monkey into the scene.
app.monkeyMesh = MeshReader::loadMeshFromBuffer(engine, MONKEY_SUZANNE_DATA, nullptr, nullptr, mi);
auto ti = tcm.getInstance(app.monkeyMesh.renderable);
app.transform = mat4f{ mat3f(1), float3(0, 0, -4) } * tcm.getWorldTransform(ti);
rcm.setCastShadows(rcm.getInstance(app.monkeyMesh.renderable), false);
scene->addEntity(app.monkeyMesh.renderable);
// Create a reflected monkey, which is used only for ReflectionMode::RENDERABLES.
app.reflectedMonkey = em.create();
RenderableManager::Builder(1)
.boundingBox({{ -2, -2, -2 }, { 2, 2, 2 }})
.material(0, mi)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.monkeyMesh.vertexBuffer, app.monkeyMesh.indexBuffer)
.receiveShadows(true)
.castShadows(false)
.build(*engine, app.reflectedMonkey);
setReflectionMode(app, ReflectionMode::CAMERA);
// Add light source to both scenes.
// NOTE: this is slightly wrong when the reflection mode is RENDERABLES.
app.lightEntity = em.create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>(sRGBColor(0.98f, 0.92f, 0.89f)))
.intensity(110000)
.direction({ 0.7, -1, -0.8 })
.sunAngularRadius(1.9f)
.castShadows(false)
.build(*engine, app.lightEntity);
scene->addEntity(app.lightEntity);
app.offscreenScene->addEntity(app.lightEntity);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
auto& em = utils::EntityManager::get();
auto camera = app.offscreenCamera->getEntity();
engine->destroyCameraComponent(camera);
em.destroy(camera);
engine->destroy(app.colorGrading);
engine->destroy(app.reflectedMonkey);
engine->destroy(app.lightEntity);
engine->destroy(app.quadEntity);
engine->destroy(app.meshMatInstance);
engine->destroy(app.meshMaterial);
engine->destroy(app.monkeyMesh.renderable);
engine->destroy(app.monkeyMesh.vertexBuffer);
engine->destroy(app.monkeyMesh.indexBuffer);
engine->destroy(app.offscreenTexture);
engine->destroy(app.offscreenRenderTarget);
engine->destroy(app.offscreenScene);
engine->destroy(app.offscreenView);
engine->destroy(app.quadVb);
engine->destroy(app.quadIb);
engine->destroy(app.quadMatInstance);
engine->destroy(app.quadMaterial);
};
auto preRender = [&app](Engine*, View*, Scene*, Renderer* renderer) {
renderer->setClearOptions({.clearColor = {0.1,0.2,0.4,1.0}, .clear = true});
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
auto& tcm = engine->getTransformManager();
// Animate the monkey by spinning and sliding back and forth along Z.
auto ti = tcm.getInstance(app.monkeyMesh.renderable);
mat4f xlate = mat4f::translation(float3(0, 0, 0.5 + sin(now)));
mat4f xform = app.transform * xlate * mat4f::rotation(now, float3{ 0, 1, 0 });
tcm.setTransform(ti, xform);
// Generate a reflection matrix from the plane equation Ax + By + Cz + D = 0.
const float3 planeNormal = app.quadNormal;
const float4 planeEquation(planeNormal, -dot(planeNormal, app.quadCenter));
const mat4f reflection = reflectionMatrix(planeEquation);
// Apply the reflection matrix to either the renderable or the camera, depending on mode.
switch (app.mode) {
case ReflectionMode::RENDERABLES:
tcm.setTransform(tcm.getInstance(app.reflectedMonkey), reflection * xform);
app.offscreenCamera->setModelMatrix(view->getCamera().getModelMatrix());
app.offscreenCamera->setCustomProjection(view->getCamera().getProjectionMatrix(), 0.1, 100.0);
break;
case ReflectionMode::CAMERA:
app.offscreenCamera->setModelMatrix(reflection * view->getCamera().getModelMatrix());
app.offscreenCamera->setCustomProjection(view->getCamera().getProjectionMatrix(), 0.1, 100.0);
break;
}
});
FilamentApp::get().run(app.config, setup, cleanup, FilamentApp::ImGuiCallback(), preRender);
return 0;
}