Files
filament/samples/gltf_viewer.cpp
Philip Rideout 24c5cbac68 ModelViewer and Remote UI now support focal length.
The focal length slider now works over a remote connection. Also, the
slider for focus distance now controls the value in `ViewerSettings`
(which gets applied to Camera) rather than the value in
`DepthOfFieldOptions` (which is deprecated).
2021-04-06 14:17:07 -07:00

730 lines
27 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.
*/
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <filamentapp/IBL.h>
#include <filament/Camera.h>
#include <filament/ColorGrading.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <viewer/AutomationEngine.h>
#include <viewer/AutomationSpec.h>
#include <viewer/SimpleViewer.h>
#include <camutils/Manipulator.h>
#include <getopt/getopt.h>
#include <utils/NameComponentManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <imgui.h>
#include <filagui/ImGuiExtensions.h>
#include <fstream>
#include <iostream>
#include <string>
#include "generated/resources/gltf_viewer.h"
using namespace filament;
using namespace filament::math;
using namespace filament::viewer;
using namespace gltfio;
using namespace utils;
struct App {
Engine* engine;
SimpleViewer* viewer;
Config config;
Camera* mainCamera;
AssetLoader* assetLoader;
FilamentAsset* asset = nullptr;
NameComponentManager* names;
MaterialProvider* materials;
MaterialSource materialSource = GENERATE_SHADERS;
gltfio::ResourceLoader* resourceLoader = nullptr;
bool recomputeAabb = false;
bool actualSize = false;
struct Scene {
Entity groundPlane;
VertexBuffer* groundVertexBuffer;
IndexBuffer* groundIndexBuffer;
Material* groundMaterial;
} scene;
// zero-initialized so that the first time through is always dirty.
ColorGradingSettings lastColorGradingOptions = { 0 };
ColorGrading* colorGrading = nullptr;
std::string messageBoxText;
std::string settingsFile;
std::string batchFile;
AutomationSpec* automationSpec = nullptr;
AutomationEngine* automationEngine = nullptr;
};
static const char* DEFAULT_IBL = "default_env";
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"
" --batch=<path to JSON file or 'default'>, -b\n"
" Start automation using the given JSON spec, then quit the app\n\n"
" --headless, -e\n"
" Use a headless swapchain; ignored if --batch is not present\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"
" --recompute-aabb, -r\n"
" Ignore the min/max attributes in the glTF file\n\n"
" --settings=<path to JSON file>, -t\n"
" Apply the settings in the given JSON file\n\n"
" --ubershader, -u\n"
" Enable ubershaders (improves load time, adds shader complexity)\n\n"
" --camera=<camera mode>, -c <camera mode>\n"
" Set the camera mode: orbit (default) or flight\n"
" Flight mode uses the following controls:\n"
" Click and drag the mouse to pan the camera\n"
" Use the scroll weel to adjust movement speed\n"
" W / S: forward / backward\n"
" A / D: left / right\n"
" E / Q: up / down\n\n"
" --split-view, -v\n"
" Splits the window into 4 views\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 std::ifstream::pos_type getFileSize(const char* filename) {
std::ifstream in(filename, std::ifstream::ate | std::ifstream::binary);
return in.tellg();
}
static int handleCommandLineArguments(int argc, char* argv[], App* app) {
static constexpr const char* OPTSTR = "ha:i:usc:rt:b:ev";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ "batch", required_argument, nullptr, 'b' },
{ "headless", no_argument, nullptr, 'e' },
{ "ibl", required_argument, nullptr, 'i' },
{ "ubershader", no_argument, nullptr, 'u' },
{ "actual-size", no_argument, nullptr, 's' },
{ "camera", required_argument, nullptr, 'c' },
{ "recompute-aabb", no_argument, nullptr, 'r' },
{ "settings", required_argument, nullptr, 't' },
{ "split-view", no_argument, nullptr, 'v' },
{ 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 'c':
if (arg == "flight") {
app->config.cameraMode = camutils::Mode::FREE_FLIGHT;
} else if (arg == "orbit") {
app->config.cameraMode = camutils::Mode::ORBIT;
} else {
std::cerr << "Unrecognized camera mode. Must be 'flight'|'orbit'.\n";
}
break;
case 'e':
app->config.headless = true;
break;
case 'i':
app->config.iblDirectory = arg;
break;
case 'u':
app->materialSource = LOAD_UBERSHADERS;
break;
case 's':
app->actualSize = true;
break;
case 'r':
app->recomputeAabb = true;
break;
case 't':
app->settingsFile = arg;
break;
case 'b': {
app->batchFile = arg;
break;
}
case 'v': {
app->config.splitView = true;
break;
}
}
}
if (app->config.headless && app->batchFile.empty()) {
std::cerr << "--headless is allowed only when --batch is present." << std::endl;
app->config.headless = false;
}
return optind;
}
static bool loadSettings(const char* filename, Settings* out) {
auto contentSize = getFileSize(filename);
if (contentSize <= 0) {
return false;
}
std::ifstream in(filename, std::ifstream::binary | std::ifstream::in);
std::vector<char> json(static_cast<unsigned long>(contentSize));
if (!in.read(json.data(), contentSize)) {
return false;
}
JsonSerializer serializer;
return serializer.readJson(json.data(), contentSize, out);
}
static void createGroundPlane(Engine* engine, Scene* scene, App& app) {
auto& em = EntityManager::get();
Material* shadowMaterial = Material::Builder()
.package(GLTF_VIEWER_GROUNDSHADOW_DATA, GLTF_VIEWER_GROUNDSHADOW_SIZE)
.build(*engine);
auto& viewerOptions = app.viewer->getSettings().viewer;
shadowMaterial->setDefaultParameter("strength", viewerOptions.groundShadowStrength);
const static uint32_t indices[] = {
0, 1, 2, 2, 3, 0
};
Aabb aabb = app.asset->getBoundingBox();
if (!app.actualSize) {
mat4f transform = fitIntoUnitCube(aabb, 4);
aabb = aabb.transform(transform);
}
float3 planeExtent{10.0f * aabb.extent().x, 0.0f, 10.0f * aabb.extent().z};
const static float3 vertices[] = {
{ -planeExtent.x, 0, -planeExtent.z },
{ -planeExtent.x, 0, planeExtent.z },
{ planeExtent.x, 0, planeExtent.z },
{ planeExtent.x, 0, -planeExtent.z },
};
short4 tbn = packSnorm16(
mat3f::packTangentFrame(
mat3f{
float3{ 1.0f, 0.0f, 0.0f },
float3{ 0.0f, 0.0f, 1.0f },
float3{ 0.0f, 1.0f, 0.0f }
}
).xyzw);
const static short4 normals[] { tbn, tbn, tbn, tbn };
VertexBuffer* vertexBuffer = VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(2)
.attribute(VertexAttribute::POSITION,
0, VertexBuffer::AttributeType::FLOAT3)
.attribute(VertexAttribute::TANGENTS,
1, VertexBuffer::AttributeType::SHORT4)
.normalized(VertexAttribute::TANGENTS)
.build(*engine);
vertexBuffer->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(
vertices, vertexBuffer->getVertexCount() * sizeof(vertices[0])));
vertexBuffer->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(
normals, vertexBuffer->getVertexCount() * sizeof(normals[0])));
IndexBuffer* indexBuffer = IndexBuffer::Builder()
.indexCount(6)
.build(*engine);
indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(
indices, indexBuffer->getIndexCount() * sizeof(uint32_t)));
Entity groundPlane = em.create();
RenderableManager::Builder(1)
.boundingBox({
{ -planeExtent.x, 0, -planeExtent.z },
{ planeExtent.x, 1e-4f, planeExtent.z }
})
.material(0, shadowMaterial->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
vertexBuffer, indexBuffer, 0, 6)
.culling(false)
.receiveShadows(true)
.castShadows(false)
.build(*engine, groundPlane);
scene->addEntity(groundPlane);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(groundPlane),
mat4f::translation(float3{ 0, aabb.min.y, -4 }));
auto& rcm = engine->getRenderableManager();
auto instance = rcm.getInstance(groundPlane);
rcm.setLayerMask(instance, 0xff, 0x00);
app.scene.groundPlane = groundPlane;
app.scene.groundVertexBuffer = vertexBuffer;
app.scene.groundIndexBuffer = indexBuffer;
app.scene.groundMaterial = shadowMaterial;
}
static LinearColor inverseTonemapSRGB(sRGBColor x) {
return (x * -0.155) / (x - 1.019);
}
static float sGlobalScale = 1.0f;
static float sGlobalScaleAnamorphism = 0.0f;
int main(int argc, char** argv) {
App app;
app.config.title = "Filament";
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;
}
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::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.
if (filename.getExtension() == "glb") {
app.asset = app.assetLoader->createAssetFromBinary(buffer.data(), buffer.size());
} else {
app.asset = app.assetLoader->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.
std::string gltfPath = filename.getAbsolutePath();
ResourceConfiguration configuration = {};
configuration.engine = app.engine;
configuration.gltfPath = gltfPath.c_str();
configuration.recomputeBoundingBoxes = app.recomputeAabb;
configuration.normalizeSkinningWeights = true;
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, 410);
const bool batchMode = !app.batchFile.empty();
// First check if a custom automation spec has been provided. If it fails to load, the app
// must be closed since it could be invoked from a script.
if (batchMode && app.batchFile != "default") {
auto size = getFileSize(app.batchFile.c_str());
if (size > 0) {
std::ifstream in(app.batchFile, std::ifstream::binary | std::ifstream::in);
std::vector<char> json(static_cast<unsigned long>(size));
in.read(json.data(), size);
app.automationSpec = AutomationSpec::generate(json.data(), size);
if (!app.automationSpec) {
std::cerr << "Unable to parse automation spec: " << app.batchFile << std::endl;
exit(1);
}
} else {
std::cerr << "Unable to load automation spec: " << app.batchFile << std::endl;
exit(1);
}
}
// If no custom spec has been provided, or if in interactive mode, load the default spec.
if (!app.automationSpec) {
app.automationSpec = AutomationSpec::generateDefaultTestCases();
}
app.automationEngine = new AutomationEngine(app.automationSpec, &app.viewer->getSettings());
if (batchMode) {
app.automationEngine->startBatchMode();
auto options = app.automationEngine->getOptions();
options.sleepDuration = 0.0;
options.exportScreenshots = true;
options.exportSettings = true;
app.automationEngine->setOptions(options);
app.viewer->stopAnimation();
}
if (app.settingsFile.size() > 0) {
bool success = loadSettings(app.settingsFile.c_str(), &app.viewer->getSettings());
if (success) {
std::cout << "Loaded settings from " << app.settingsFile << std::endl;
} else {
std::cerr << "Failed to load settings from " << app.settingsFile << std::endl;
}
}
app.materials = (app.materialSource == GENERATE_SHADERS) ?
createMaterialGenerator(engine) : createUbershaderLoader(engine);
app.assetLoader = AssetLoader::create({engine, app.materials, app.names });
app.mainCamera = &view->getCamera();
if (filename.isEmpty()) {
app.asset = app.assetLoader->createAssetFromBinary(
GLTF_VIEWER_DAMAGEDHELMET_DATA,
GLTF_VIEWER_DAMAGEDHELMET_SIZE);
} else {
loadAsset(filename);
}
loadResources(filename);
createGroundPlane(engine, scene, app);
app.viewer->setUiCallback([&app, scene, view, engine] () {
auto& automation = *app.automationEngine;
float progress = app.resourceLoader->asyncGetLoadProgress();
if (progress < 1.0) {
ImGui::ProgressBar(progress);
} else {
// The model is now fully loaded, so let automation know.
automation.signalBatchMode();
}
// The screenshots do not include the UI, but we auto-open the Automation UI group
// when in batch mode. This is useful when a human is observing progress.
const int flags = automation.isBatchModeEnabled() ? ImGuiTreeNodeFlags_DefaultOpen : 0;
if (ImGui::CollapsingHeader("Automation", flags)) {
ImGui::Indent();
const ImVec4 yellow(1.0f,1.0f,0.0f,1.0f);
if (automation.isRunning()) {
ImGui::TextColored(yellow, "Test case %zu / %zu",
automation.currentTest(), automation.testCount());
} else {
ImGui::TextColored(yellow, "%zu test cases", automation.testCount());
}
auto options = automation.getOptions();
ImGui::PushItemWidth(150);
ImGui::SliderFloat("Sleep (seconds)", &options.sleepDuration, 0.0, 5.0);
ImGui::PopItemWidth();
// Hide the tooltip during automation to avoid photobombing the screenshot.
if (ImGui::IsItemHovered() && !automation.isRunning()) {
ImGui::SetTooltip("Specifies the amount of time to sleep between test cases.");
}
ImGui::Checkbox("Export screenshot for each test", &options.exportScreenshots);
ImGui::Checkbox("Export settings JSON for each test", &options.exportSettings);
automation.setOptions(options);
if (automation.isRunning()) {
if (ImGui::Button("Stop batch test")) {
automation.stopRunning();
}
} else if (ImGui::Button("Run batch test")) {
automation.startRunning();
}
if (ImGui::Button("Export view settings")) {
automation.exportSettings(app.viewer->getSettings(), "settings.json");
app.messageBoxText = automation.getStatusMessage();
ImGui::OpenPopup("MessageBox");
}
ImGui::Unindent();
}
if (ImGui::CollapsingHeader("Stats")) {
ImGui::Indent();
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());
ImGui::Unindent();
}
if (ImGui::CollapsingHeader("Debug")) {
if (ImGui::Button("Capture frame")) {
auto& debug = engine->getDebugRegistry();
bool* captureFrame =
debug.getPropertyAddress<bool>("d.renderer.doFrameCapture");
*captureFrame = true;
}
ImGui::SliderFloat("scale", &sGlobalScale, 0.25f, 1.0f);
ImGui::SliderFloat("anamorphism", &sGlobalScaleAnamorphism, -1.0f, 1.0f);
}
if (ImGui::BeginPopupModal("MessageBox", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::Text("%s", app.messageBoxText.c_str());
if (ImGui::Button("OK", ImVec2(120, 0))) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
});
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
app.automationEngine->terminate();
app.resourceLoader->asyncCancelLoad();
app.assetLoader->destroyAsset(app.asset);
app.materials->destroyMaterials();
engine->destroy(app.scene.groundPlane);
engine->destroy(app.scene.groundVertexBuffer);
engine->destroy(app.scene.groundIndexBuffer);
engine->destroy(app.scene.groundMaterial);
engine->destroy(app.colorGrading);
delete app.viewer;
delete app.materials;
delete app.names;
AssetLoader::destroy(&app.assetLoader);
};
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 resize = [&app](Engine* engine, View* view) {
Camera& camera = view->getCamera();
if (&camera == app.mainCamera) {
// Don't adjut the aspect ratio of the main camera, this is done inside of
// FilamentApp.cpp
return;
}
const Viewport& vp = view->getViewport();
double aspectRatio = (double) vp.width / vp.height;
camera.setScaling({1.0 / aspectRatio, 1.0 });
};
auto gui = [&app](Engine* engine, View* view) {
app.viewer->updateUserInterface();
FilamentApp::get().setSidebarWidth(app.viewer->getSidebarWidth());
};
auto preRender = [&app](Engine* engine, View* view, Scene* scene, Renderer* renderer) {
auto& rcm = engine->getRenderableManager();
auto instance = rcm.getInstance(app.scene.groundPlane);
const auto viewerOptions = app.automationEngine->getViewerOptions();
const auto& dofOptions = app.viewer->getSettings().view.dof;
rcm.setLayerMask(instance,
0xff, viewerOptions.groundPlaneEnabled ? 0xff : 0x00);
// Note that this focal length might be different from the slider value because the
// automation engine applies Camera::computeEffectiveFocalLength when DoF is enabled.
FilamentApp::get().getCameraFocalLength() = viewerOptions.cameraFocalLength;
const size_t cameraCount = app.asset->getCameraEntityCount();
view->setCamera(app.mainCamera);
const int currentCamera = app.viewer->getCurrentCamera();
if (currentCamera > 0 && currentCamera <= cameraCount) {
const utils::Entity* cameras = app.asset->getCameraEntities();
Camera* camera = engine->getCameraComponent(cameras[currentCamera - 1]);
assert_invariant(camera);
view->setCamera(camera);
// Override the aspect ratio in the glTF file and adjust the aspect ratio of this
// camera to the viewport.
const Viewport& vp = view->getViewport();
double aspectRatio = (double) vp.width / vp.height;
camera->setScaling({1.0 / aspectRatio, 1.0});
}
app.scene.groundMaterial->setDefaultParameter(
"strength", viewerOptions.groundShadowStrength);
// This applies clear options, the skybox mask, and some camera settings.
Camera& camera = view->getCamera();
Skybox* skybox = scene->getSkybox();
applySettings(app.viewer->getSettings().viewer, &camera, skybox, renderer);
// Check if color grading has changed.
ColorGradingSettings& options = app.viewer->getSettings().view.colorGrading;
if (options.enabled) {
if (options != app.lastColorGradingOptions) {
ColorGrading *colorGrading = createColorGrading(options, engine);
engine->destroy(app.colorGrading);
app.colorGrading = colorGrading;
app.lastColorGradingOptions = options;
}
view->setColorGrading(app.colorGrading);
} else {
view->setColorGrading(nullptr);
}
view->setDynamicResolutionOptions({
.minScale = {
lerp(sGlobalScale, 1.0f,
sGlobalScaleAnamorphism >= 0.0f ? sGlobalScaleAnamorphism : 0.0f),
lerp(sGlobalScale, 1.0f,
sGlobalScaleAnamorphism <= 0.0f ? -sGlobalScaleAnamorphism : 0.0f),
},
.maxScale = {
lerp(sGlobalScale, 1.0f,
sGlobalScaleAnamorphism >= 0.0f ? sGlobalScaleAnamorphism : 0.0f),
lerp(sGlobalScale, 1.0f,
sGlobalScaleAnamorphism <= 0.0f ? -sGlobalScaleAnamorphism : 0.0f),
},
.enabled = sGlobalScale != 1.0f,
});
};
auto postRender = [&app](Engine* engine, View* view, Scene* scene, Renderer* renderer) {
if (app.automationEngine->shouldClose()) {
FilamentApp::get().close();
return;
}
Settings* settings = &app.viewer->getSettings();
MaterialInstance* const* materials = app.asset->getMaterialInstances();
size_t materialCount = app.asset->getMaterialInstanceCount();
app.automationEngine->tick(view, materials, materialCount, renderer,
ImGui::GetIO().DeltaTime);
};
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.animate(animate);
filamentApp.resize(resize);
filamentApp.setDropHandler([&] (std::string path) {
app.resourceLoader->asyncCancelLoad();
app.resourceLoader->evictResourceData();
app.viewer->removeAsset();
app.assetLoader->destroyAsset(app.asset);
loadAsset(path);
loadResources(path);
});
filamentApp.run(app.config, setup, cleanup, gui, preRender, postRender);
return 0;
}