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filament/samples/material_sandbox.h
2020-03-26 13:29:39 -07:00

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/*
* 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.
*/
#ifndef TNT_FILAMENT_SAMPLES_MATERIAL_SANDBOX_H
#define TNT_FILAMENT_SAMPLES_MATERIAL_SANDBOX_H
#include <filament/Color.h>
#include <filament/Engine.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/View.h>
#include <utils/Entity.h>
#include <utils/EntityManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include "generated/resources/resources.h"
constexpr uint8_t MATERIAL_MODEL_UNLIT = 0;
constexpr uint8_t MATERIAL_MODEL_LIT = 1;
constexpr uint8_t MATERIAL_MODEL_SUBSURFACE = 2;
constexpr uint8_t MATERIAL_MODEL_CLOTH = 3;
constexpr uint8_t MATERIAL_MODEL_SPECGLOSS = 4;
constexpr uint8_t MATERIAL_UNLIT = 0;
constexpr uint8_t MATERIAL_LIT = 1;
constexpr uint8_t MATERIAL_SUBSURFACE = 2;
constexpr uint8_t MATERIAL_CLOTH = 3;
constexpr uint8_t MATERIAL_SPECGLOSS = 4;
constexpr uint8_t MATERIAL_TRANSPARENT = 5;
constexpr uint8_t MATERIAL_FADE = 6;
constexpr uint8_t MATERIAL_THIN_REFRACTION = 7;
constexpr uint8_t MATERIAL_SOLID_REFRACTION = 8;
constexpr uint8_t MATERIAL_THIN_SS_REFRACTION = 9;
constexpr uint8_t MATERIAL_SOLID_SS_REFRACTION = 10;
constexpr uint8_t MATERIAL_COUNT = 11;
constexpr uint8_t BLENDING_OPAQUE = 0;
constexpr uint8_t BLENDING_TRANSPARENT = 1;
constexpr uint8_t BLENDING_FADE = 2;
constexpr uint8_t BLENDING_THIN_REFRACTION = 3;
constexpr uint8_t BLENDING_SOLID_REFRACTION = 4;
struct SandboxParameters {
const filament::Material* material[MATERIAL_COUNT];
filament::MaterialInstance* materialInstance[MATERIAL_COUNT];
filament::sRGBColor color = {0.69f, 0.69f, 0.69f};
float alpha = 1.0f;
float roughness = 0.6f;
float metallic = 0.0f;
float reflectance = 0.5f;
float clearCoat = 0.0f;
float clearCoatRoughness = 0.0f;
float anisotropy = 0.0f;
float thickness = 1.0f;
float subsurfacePower = 12.234f;
float glossiness = 0.0f;
float specularAntiAliasingVariance = 0.0f;
float specularAntiAliasingThreshold = 0.0f;
float transmission = 1.0f;
float distance = 1.0f;
float ior = 1.5;
float emissiveEC = 0.0f;
filament::sRGBColor transmittanceColor = { 1.0f };
filament::sRGBColor specularColor = {0.0f };
filament::sRGBColor subsurfaceColor = {0.0f };
filament::sRGBColor sheenColor = {0.83f, 0.0f, 0.0f };
filament::sRGBColor emissiveColor = {0.0f, 0.0f, 0.0f };
int currentMaterialModel = MATERIAL_MODEL_LIT;
int currentBlending = BLENDING_OPAQUE;
bool ssr = false;
bool castShadows = true;
filament::sRGBColor lightColor = {0.98f, 0.92f, 0.89f};
float lightIntensity = 110000.0f;
filament::math::float3 lightDirection = {0.6f, -1.0f, -0.8f};
float iblIntensity = 30000.0f;
float iblRotation = 0.0f;
float sunHaloSize = 10.0f;
float sunHaloFalloff = 80.0f;
float sunAngularRadius = 1.9f;
bool directionalLightEnabled = true;
utils::Entity light;
utils::Entity spotLight;
bool hasSpotLight = false;
bool spotLightEnabled = false;
filament::sRGBColor spotLightColor = {1.0f, 1.0f, 1.0f};
float spotLightIntensity = 200000.0f;
bool spotLightCastShadows = true;
filament::math::float3 spotLightPosition;
float spotLightConeAngle = 3.14159 / 4.0f;
float spotLightConeFade = 0.9f;
bool hasDirectionalLight = true;
bool fxaa = true;
bool tonemapping = true;
bool msaa = false;
bool dithering = true;
bool stableShadowMap = false;
float normalBias = 1.0;
float constantBias = 0.001;
float polygonOffsetConstant = 0.5;
float polygonOffsetSlope = 2.0;
bool ssao = false;
filament::View::AmbientOcclusionOptions ssaoOptions;
filament::View::BloomOptions bloomOptions;
filament::View::FogOptions fogOptions;
bool screenSpaceContactShadows = false;
int stepCount = 8;
float maxShadowDistance = 0.3;
};
inline void createInstances(SandboxParameters& params, filament::Engine& engine) {
using namespace filament;
using namespace utils;
params.material[MATERIAL_UNLIT] = Material::Builder()
.package(RESOURCES_SANDBOXUNLIT_DATA, RESOURCES_SANDBOXUNLIT_SIZE)
.build(engine);
params.materialInstance[MATERIAL_UNLIT] =
params.material[MATERIAL_UNLIT]->createInstance();
params.material[MATERIAL_LIT] = Material::Builder()
.package(RESOURCES_SANDBOXLIT_DATA, RESOURCES_SANDBOXLIT_SIZE)
.build(engine);
params.materialInstance[MATERIAL_LIT] =
params.material[MATERIAL_LIT]->createInstance();
params.material[MATERIAL_TRANSPARENT] = Material::Builder()
.package(RESOURCES_SANDBOXLITTRANSPARENT_DATA, RESOURCES_SANDBOXLITTRANSPARENT_SIZE)
.build(engine);
params.materialInstance[MATERIAL_TRANSPARENT] =
params.material[MATERIAL_TRANSPARENT]->createInstance();
params.material[MATERIAL_FADE] = Material::Builder()
.package(RESOURCES_SANDBOXLITFADE_DATA, RESOURCES_SANDBOXLITFADE_SIZE)
.build(engine);
params.materialInstance[MATERIAL_FADE] =
params.material[MATERIAL_FADE]->createInstance();
params.material[MATERIAL_THIN_REFRACTION] = Material::Builder()
.package(RESOURCES_SANDBOXLITTHINREFRACTION_DATA, RESOURCES_SANDBOXLITTHINREFRACTION_SIZE)
.build(engine);
params.materialInstance[MATERIAL_THIN_REFRACTION] =
params.material[MATERIAL_THIN_REFRACTION]->createInstance();
params.material[MATERIAL_THIN_SS_REFRACTION] = Material::Builder()
.package(RESOURCES_SANDBOXLITTHINREFRACTIONSSR_DATA, RESOURCES_SANDBOXLITTHINREFRACTIONSSR_SIZE)
.build(engine);
params.materialInstance[MATERIAL_THIN_SS_REFRACTION] =
params.material[MATERIAL_THIN_SS_REFRACTION]->createInstance();
params.material[MATERIAL_SOLID_REFRACTION] = Material::Builder()
.package(RESOURCES_SANDBOXLITSOLIDREFRACTION_DATA, RESOURCES_SANDBOXLITSOLIDREFRACTION_SIZE)
.build(engine);
params.materialInstance[MATERIAL_SOLID_REFRACTION] =
params.material[MATERIAL_SOLID_REFRACTION]->createInstance();
params.material[MATERIAL_SOLID_SS_REFRACTION] = Material::Builder()
.package(RESOURCES_SANDBOXLITSOLIDREFRACTIONSSR_DATA, RESOURCES_SANDBOXLITSOLIDREFRACTIONSSR_SIZE)
.build(engine);
params.materialInstance[MATERIAL_SOLID_SS_REFRACTION] =
params.material[MATERIAL_SOLID_SS_REFRACTION]->createInstance();
params.material[MATERIAL_SUBSURFACE] = Material::Builder()
.package(RESOURCES_SANDBOXSUBSURFACE_DATA, RESOURCES_SANDBOXSUBSURFACE_SIZE)
.build(engine);
params.materialInstance[MATERIAL_SUBSURFACE] =
params.material[MATERIAL_SUBSURFACE]->createInstance();
params.material[MATERIAL_CLOTH] = Material::Builder()
.package(RESOURCES_SANDBOXCLOTH_DATA, RESOURCES_SANDBOXCLOTH_SIZE)
.build(engine);
params.materialInstance[MATERIAL_CLOTH] =
params.material[MATERIAL_CLOTH]->createInstance();
params.material[MATERIAL_SPECGLOSS] = Material::Builder()
.package(RESOURCES_SANDBOXSPECGLOSS_DATA, RESOURCES_SANDBOXSPECGLOSS_SIZE)
.build(engine);
params.materialInstance[MATERIAL_SPECGLOSS] =
params.material[MATERIAL_SPECGLOSS]->createInstance();
params.light = EntityManager::get().create();
LightManager::Builder(LightManager::Type::SUN)
.color(Color::toLinear<ACCURATE>(params.lightColor))
.intensity(params.lightIntensity)
.direction(normalize(params.lightDirection))
.castShadows(true)
.sunAngularRadius(params.sunAngularRadius)
.sunHaloSize(params.sunHaloSize)
.sunHaloFalloff(params.sunHaloFalloff)
.build(engine, params.light);
params.spotLight = EntityManager::get().create();
LightManager::Builder(LightManager::Type::SPOT)
.color(Color::toLinear<ACCURATE>(params.spotLightColor))
.intensity(params.spotLightIntensity)
.direction({0.0f, -1.0f, 0.0f})
.spotLightCone(params.spotLightConeAngle * params.spotLightConeFade,
params.spotLightConeAngle)
.castShadows(params.spotLightCastShadows)
.falloff(10.0f)
.build(engine, params.spotLight);
}
#endif // TNT_FILAMENT_SAMPLES_MATERIAL_SANDBOX_H