Files
filament/samples/web/suzanne.cpp
Philip Rideout d3e7103ee5 Fix three bugs that caused bad normals with Suzanne.
(1) Suzanne's normal map is actually linear but we were telling GL that
it is SRGB, so the shader was not reading (0.5,0.5,1.0) from a perfectly
flat normal map.

(2) --linear in mipgen was not honored when consuming PNG files.

(3) The build was not passing --linear to mipgen for the normal map.
2018-09-20 10:01:43 -07:00

219 lines
7.9 KiB
C++

/*
* Copyright (C) 2018 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 "filamesh.h"
#include "filaweb.h"
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <utils/Entity.h>
#include <utils/EntityManager.h>
#include <math/vec3.h>
using namespace filament;
using namespace math;
using namespace std;
using namespace utils;
using MagFilter = TextureSampler::MagFilter;
using WrapMode = TextureSampler::WrapMode;
using Format = Texture::InternalFormat;
struct SuzanneApp {
Filamesh filamesh;
Material* mat;
MaterialInstance* mi;
Camera* cam;
Entity sun;
Entity ptlight[4];
};
static constexpr uint8_t MATERIAL_LIT_PACKAGE[] = {
#include "generated/material/texturedLit.inc"
};
static SuzanneApp app;
static Texture* setTextureParameter(Engine& engine, filaweb::Asset& asset, string name, bool linear,
TextureSampler const &sampler) {
const auto destructor = [](void* buffer, size_t size, void* user) {
auto asset = (filaweb::Asset*) user;
asset->data.reset();
};
Texture::Format format;
switch (asset.channels) {
case 1: format = Texture::Format::R; break;
case 2: format = Texture::Format::RG; break;
case 3: format = Texture::Format::RGB; break;
case 4: format = Texture::Format::RGBA; break;
}
Texture::PixelBufferDescriptor pb(
asset.data.get(), asset.nbytes, format, Texture::Type::UBYTE, destructor, &asset);
Format internalFormat;
switch (asset.channels) {
case 1: internalFormat = Format::R8; break;
case 2: internalFormat = Format::RG8; break;
case 3: internalFormat = linear ? Format::RGB8 : Format::SRGB8; break;
case 4: internalFormat = linear ? Format::RGBA8 : Format::SRGB8_A8; break;
}
auto texture = Texture::Builder()
.width(asset.width)
.height(asset.height)
.sampler(Texture::Sampler::SAMPLER_2D)
.format(internalFormat)
.build(engine);
texture->setImage(engine, 0, std::move(pb));
app.mi->setParameter(name.c_str(), texture, sampler);
return texture;
}
void setup(Engine* engine, View* view, Scene* scene) {
// Create material.
app.mat = Material::Builder()
.package((void*) MATERIAL_LIT_PACKAGE, sizeof(MATERIAL_LIT_PACKAGE))
.build(*engine);
app.mi = app.mat->createInstance();
app.mi->setParameter("clearCoat", 0.0f);
// Move raw asset data from JavaScript to C++ static storage. Their held data will be freed via
// BufferDescriptor callbacks after Filament creates the corresponding GPU objects.
static auto mesh = filaweb::getRawFile("mesh");
static auto albedo = filaweb::getTexture("albedo");
static auto metallic = filaweb::getTexture("metallic");
static auto roughness = filaweb::getTexture("roughness");
static auto normal = filaweb::getTexture("normal");
static auto ao = filaweb::getTexture("ao");
// Create mesh.
printf("%s: %d bytes\n", "mesh", mesh.nbytes);
const uint8_t* mdata = mesh.data.get();
const auto destructor = [](void* buffer, size_t size, void* user) {
auto asset = (filaweb::Asset*) user;
asset->data.reset();
};
app.filamesh = decodeMesh(*engine, mdata, 0, app.mi, destructor, &mesh);
scene->addEntity(app.filamesh->renderable);
// Create textures.
TextureSampler sampler(MagFilter::LINEAR, WrapMode::CLAMP_TO_EDGE);
auto setTexture = [engine, sampler] (filaweb::Asset& asset, const char* name, bool linear) {
printf("%s: %d x %d\n", name, asset.width, asset.height);
setTextureParameter(*engine, asset, name, linear, sampler);
};
setTexture(albedo, "albedo", false);
setTexture(metallic, "metallic", false);
setTexture(roughness, "roughness", false);
setTexture(normal, "normal", true);
setTexture(ao, "ao", false);
// Create the sun.
auto& em = EntityManager::get();
app.sun = em.create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>({ 0.98f, 0.92f, 0.89f }))
.intensity(110000)
.direction({ 0.7, -1, -0.8 })
.sunAngularRadius(1.2f)
.castShadows(true)
.build(*engine, app.sun);
scene->addEntity(app.sun);
// Create point lights.
em.create(4, app.ptlight);
LightManager::Builder(LightManager::Type::POINT)
.color(Color::toLinear<ACCURATE>({0.98f, 0.92f, 0.89f}))
.intensity(LightManager::EFFICIENCY_LED, 300.0f)
.position({0.0f, -0.2f, -3.0f})
.falloff(4.0f)
.build(*engine, app.ptlight[0]);
LightManager::Builder(LightManager::Type::POINT)
.color(Color::toLinear<ACCURATE>({0.98f, 0.12f, 0.19f}))
.intensity(LightManager::EFFICIENCY_LED, 200.0f)
.position({0.6f, 0.6f, -3.2f})
.falloff(2.0f)
.build(*engine, app.ptlight[1]);
LightManager::Builder(LightManager::Type::POINT)
.color(Color::toLinear<ACCURATE>({0.18f, 0.12f, 0.89f}))
.intensity(LightManager::EFFICIENCY_LED, 200.0f)
.position({-0.6f, 0.6f, -3.2f})
.falloff(2.0f)
.build(*engine, app.ptlight[2]);
LightManager::Builder(LightManager::Type::POINT)
.color(Color::toLinear<ACCURATE>({0.88f, 0.82f, 0.29f}))
.intensity(LightManager::EFFICIENCY_LED, 200.0f)
.position({0.0f, 1.5f, -3.5f})
.falloff(2.0f)
.build(*engine, app.ptlight[3]);
scene->addEntity(app.ptlight[0]);
scene->addEntity(app.ptlight[1]);
scene->addEntity(app.ptlight[2]);
scene->addEntity(app.ptlight[3]);
// Create skybox and image-based light source.
auto skylight = filaweb::getSkyLight(*engine, "syferfontein_18d_clear_2k");
scene->setIndirectLight(skylight.indirectLight);
scene->setSkybox(skylight.skybox);
skylight.indirectLight->setRotation(
mat3f::rotate(M_PI, float3{ 0, 1, 0 }));
skylight.indirectLight->setIntensity(100000);
app.cam = engine->createCamera();
app.cam->setExposure(16.0f, 1 / 125.0f, 100.0f);
app.cam->lookAt(float3{0}, float3{0, 0, -4});
view->setCamera(app.cam);
view->setClearColor({0.1, 0.125, 0.25, 1.0});
};
void animate(Engine* engine, View* view, double now) {
using Fov = Camera::Fov;
const uint32_t width = view->getViewport().width;
const uint32_t height = view->getViewport().height;
double ratio = double(width) / height;
app.cam->setProjection(45.0, ratio, 0.1, 50.0, ratio < 1 ? Fov::HORIZONTAL : Fov::VERTICAL);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.filamesh->renderable),
mat4f{mat3f{1.0}, float3{0.0f, 0.0f, -4.0f}} *
mat4f::rotate(now, math::float3{0, 1, 0}));
};
// This is called only after the JavaScript layer has created a WebGL 2.0 context and all assets
// have been downloaded.
extern "C" void launch() {
filaweb::Application::get()->run(setup, animate);
}
// The main() entry point is implicitly called after JIT compilation, but potentially before the
// WebGL context has been created or assets have finished loading.
int main() { }