* API BREAKAGE: this change aims to fix multi-view support What has changed: - View doesn't have a notion of clear color anymore - View doesn't have a notion of discard flags anymore - The clear color and color-buffer discard/clear flags are moved to Renderer - Skybox can now be set to a constant color - View have a blend-mode What does is all mean: "Clearing" (i.e.) setting its background is now handled by Skybox, by setting a constant color to the Skybox. This should take care of drawing views side by side. When a view needs to be drawn on top of another, it's BlendMode needs to be set to TRANSLUCENT and of course and, generally, it wither won't have a skybox, or will have one that sets some translucent pixels. As an optimization, a View with BlendMode::OPAQUE will have its background cleared with the color specified in Renderer. If the SwapChain already has some content, it's now possible to set the Renderer to not discard the content, together with TRANSLUCENT views, it's possible to draw on top of that content. It is NOT possible to share depth/stencil buffers between views. Fixes: #2369, #2372, #2364 * Address reviewers comments. Note: WebGL is still broken with this PR
466 lines
16 KiB
C++
466 lines
16 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 <filamentapp/Config.h>
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#include <filamentapp/FilamentApp.h>
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#include <filamentapp/IBL.h>
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#include <filament/Camera.h>
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/VertexBuffer.h>
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#include <filament/View.h>
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#include <filament/Renderer.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 <math/vec3.h>
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#include <math/vec4.h>
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#include <math/mat3.h>
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#include <math/norm.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 filament::math;
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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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gltfio::ResourceLoader* resourceLoader = nullptr;
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bool actualSize = false;
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struct ViewOptions {
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float cameraAperture = 16.0f;
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float cameraSpeed = 125.0f;
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float cameraISO = 100.0f;
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float groundShadowStrength = 0.75f;
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bool groundPlaneEnabled = false;
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bool skyboxEnabled = true;
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sRGBColor backgroundColor = { 0.0f };
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} viewOptions;
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struct Scene {
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Entity groundPlane;
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VertexBuffer* groundVertexBuffer;
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IndexBuffer* groundIndexBuffer;
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Material* groundMaterial;
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} scene;
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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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static void createGroundPlane(Engine* engine, Scene* scene, App& app) {
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auto& em = EntityManager::get();
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Material* shadowMaterial = Material::Builder()
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.package(GLTF_VIEWER_GROUNDSHADOW_DATA, GLTF_VIEWER_GROUNDSHADOW_SIZE)
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.build(*engine);
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shadowMaterial->setDefaultParameter("strength", app.viewOptions.groundShadowStrength);
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const static uint32_t indices[] = {
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0, 1, 2, 2, 3, 0
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};
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Aabb aabb = app.asset->getBoundingBox();
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if (!app.actualSize) {
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mat4f transform = fitIntoUnitCube(aabb);
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aabb = aabb.transform(transform);
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}
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float3 planeExtent{10.0f * aabb.extent().x, 0.0f, 10.0f * aabb.extent().z};
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const static float3 vertices[] = {
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{ -planeExtent.x, 0, -planeExtent.z },
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{ -planeExtent.x, 0, planeExtent.z },
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{ planeExtent.x, 0, planeExtent.z },
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{ planeExtent.x, 0, -planeExtent.z },
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};
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short4 tbn = packSnorm16(
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mat3f::packTangentFrame(
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mat3f{
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float3{ 1.0f, 0.0f, 0.0f },
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float3{ 0.0f, 0.0f, 1.0f },
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float3{ 0.0f, 1.0f, 0.0f }
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}
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).xyzw);
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const static short4 normals[] { tbn, tbn, tbn, tbn };
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VertexBuffer* vertexBuffer = VertexBuffer::Builder()
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.vertexCount(4)
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.bufferCount(2)
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.attribute(VertexAttribute::POSITION,
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0, VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::TANGENTS,
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1, VertexBuffer::AttributeType::SHORT4)
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.normalized(VertexAttribute::TANGENTS)
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.build(*engine);
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vertexBuffer->setBufferAt(*engine, 0, VertexBuffer::BufferDescriptor(
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vertices, vertexBuffer->getVertexCount() * sizeof(vertices[0])));
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vertexBuffer->setBufferAt(*engine, 1, VertexBuffer::BufferDescriptor(
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normals, vertexBuffer->getVertexCount() * sizeof(normals[0])));
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IndexBuffer* indexBuffer = IndexBuffer::Builder()
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.indexCount(6)
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.build(*engine);
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indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(
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indices, indexBuffer->getIndexCount() * sizeof(uint32_t)));
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Entity groundPlane = em.create();
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RenderableManager::Builder(1)
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.boundingBox({
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{ -planeExtent.x, 0, -planeExtent.z },
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{ planeExtent.x, 1e-4f, planeExtent.z }
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})
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.material(0, shadowMaterial->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
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vertexBuffer, indexBuffer, 0, 6)
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.culling(false)
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.receiveShadows(true)
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.castShadows(false)
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.build(*engine, groundPlane);
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scene->addEntity(groundPlane);
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auto& tcm = engine->getTransformManager();
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tcm.setTransform(tcm.getInstance(groundPlane),
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mat4f::translation(float3{ 0, aabb.min.y, -4 }));
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auto& rcm = engine->getRenderableManager();
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auto instance = rcm.getInstance(groundPlane);
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rcm.setLayerMask(instance, 0xff, 0x00);
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app.scene.groundPlane = groundPlane;
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app.scene.groundVertexBuffer = vertexBuffer;
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app.scene.groundIndexBuffer = indexBuffer;
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app.scene.groundMaterial = shadowMaterial;
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}
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static LinearColor inverseTonemapSRGB(sRGBColor x) {
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return (x * -0.155) / (x - 1.019);
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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 optionIndex = handleCommandLineArguments(argc, argv, &app);
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utils::Path filename;
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int num_args = argc - optionIndex;
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if (num_args >= 1) {
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filename = argv[optionIndex];
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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::binary | 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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std::string gltfPath = filename.getAbsolutePath();
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ResourceConfiguration configuration;
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configuration.engine = app.engine;
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configuration.gltfPath = gltfPath.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(
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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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createGroundPlane(engine, scene, app);
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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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if (ImGui::CollapsingHeader("Scene")) {
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ImGui::Checkbox("Show skybox", &app.viewOptions.skyboxEnabled);
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ImGui::ColorEdit3("Background color", &app.viewOptions.backgroundColor.r);
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ImGui::Checkbox("Ground shadow", &app.viewOptions.groundPlaneEnabled);
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ImGui::Indent();
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ImGui::SliderFloat("Strength", &app.viewOptions.groundShadowStrength, 0.0f, 1.0f);
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ImGui::Unindent();
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}
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if (ImGui::CollapsingHeader("Camera")) {
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ImGui::SliderFloat("Focal length", &FilamentApp::get().getCameraFocalLength(), 16.0f, 90.0f);
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ImGui::SliderFloat("Aperture", &app.viewOptions.cameraAperture, 1.0f, 32.0f);
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ImGui::SliderFloat("Speed", &app.viewOptions.cameraSpeed, 800.0f, 1.0f);
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ImGui::SliderFloat("ISO", &app.viewOptions.cameraISO, 25.0f, 6400.0f);
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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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app.loader->destroyAsset(app.asset);
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app.materials->destroyMaterials();
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engine->destroy(app.scene.groundPlane);
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engine->destroy(app.scene.groundVertexBuffer);
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engine->destroy(app.scene.groundIndexBuffer);
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engine->destroy(app.scene.groundMaterial);
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delete app.viewer;
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delete app.materials;
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delete app.names;
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AssetLoader::destroy(&app.loader);
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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](Engine* engine, 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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auto preRender = [&app](Engine* engine, View* view, Scene* scene, Renderer* renderer) {
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auto& rcm = engine->getRenderableManager();
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auto instance = rcm.getInstance(app.scene.groundPlane);
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rcm.setLayerMask(instance,
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0xff, app.viewOptions.groundPlaneEnabled ? 0xff : 0x00);
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Camera& camera = view->getCamera();
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camera.setExposure(
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app.viewOptions.cameraAperture,
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1.0f / app.viewOptions.cameraSpeed,
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app.viewOptions.cameraISO);
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app.scene.groundMaterial->setDefaultParameter(
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"strength", app.viewOptions.groundShadowStrength);
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auto ibl = FilamentApp::get().getIBL();
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if (ibl) {
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ibl->getSkybox()->setLayerMask(0xff, app.viewOptions.skyboxEnabled ? 0xff : 0x00);
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}
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renderer->setClearOptions({
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.clearColor = { inverseTonemapSRGB(app.viewOptions.backgroundColor), 1.0f },
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.clear = !ibl || !app.viewOptions.skyboxEnabled });
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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, preRender);
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return 0;
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}
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