Files
filament/samples/material_sandbox.cpp
Mathias Agopian ee1377fcad Always centers the camera to the world origin
This is effectively moving all shader computations to view space,
improving floating-point precision in the shaders, by staying
around zero where fp precision is highest. This also ensures that
when the camera is very far from the origin, objects are still
rendered and lit properly.
2019-03-01 16:43:27 -08:00

408 lines
15 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 <string>
#include <map>
#include <vector>
#include <getopt/getopt.h>
#include <imgui.h>
#include <utils/Path.h>
#include <filament/Engine.h>
#include <filament/DebugRegistry.h>
#include <filament/IndirectLight.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/View.h>
#include <math/mat3.h>
#include <math/mat4.h>
#include <math/vec4.h>
#include <math/norm.h>
#include "app/Config.h"
#include "app/IBL.h"
#include "app/FilamentApp.h"
#include "app/MeshAssimp.h"
#include "material_sandbox.h"
using namespace filament::math;
using namespace filament;
using namespace filamat;
using namespace utils;
static std::vector<Path> g_filenames;
static Scene* g_scene = nullptr;
std::unique_ptr<MeshAssimp> g_meshSet;
static std::map<std::string, MaterialInstance*> g_meshMaterialInstances;
static SandboxParameters g_params;
static Config g_config;
static bool g_shadowPlane = false;
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
std::string usage(
"SAMPLE_MATERIAL showcases all material models\n"
"Usage:\n"
" SAMPLE_MATERIAL [options] <mesh files (.obj, .fbx, COLLADA)>\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"
" --ibl=<path to cmgen IBL>, -i <path>\n"
" Applies an IBL generated by cmgen's deploy option\n\n"
" --split-view, -v\n"
" Splits the window into 4 views\n\n"
" --scale=[number], -s [number]\n"
" Applies uniform scale\n\n"
" --shadow-plane, -p\n"
" Enable shadow plane\n\n"
);
const std::string from("SAMPLE_MATERIAL");
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 handleCommandLineArgments(int argc, char* argv[], Config* config) {
static constexpr const char* OPTSTR = "ha:vps:i:";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ "ibl", required_argument, nullptr, 'i' },
{ "split-view", no_argument, nullptr, 'v' },
{ "scale", required_argument, nullptr, 's' },
{ "shadow-plane", no_argument, nullptr, 'p' },
{ nullptr, 0, nullptr, 0 } // termination of the option list
};
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") {
config->backend = Engine::Backend::OPENGL;
} else if (arg == "vulkan") {
config->backend = Engine::Backend::VULKAN;
} else if (arg == "metal") {
config->backend = Engine::Backend::METAL;
} else {
std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'." << std::endl;
}
break;
case 'i':
config->iblDirectory = arg;
break;
case 's':
try {
config->scale = std::stof(arg);
} catch (std::invalid_argument& e) {
// keep scale of 1.0
} catch (std::out_of_range& e) {
// keep scale of 1.0
}
break;
case 'v':
config->splitView = true;
break;
case 'p':
g_shadowPlane = true;
break;
}
}
return optind;
}
static void cleanup(Engine* engine, View*, Scene*) {
for (const auto& material : g_meshMaterialInstances) {
engine->destroy(material.second);
}
for (auto& i : g_params.materialInstance) {
engine->destroy(i);
}
for (auto& i : g_params.material) {
engine->destroy(i);
}
g_meshSet.reset(nullptr);
engine->destroy(g_params.light);
EntityManager& em = EntityManager::get();
em.destroy(g_params.light);
}
static void setup(Engine* engine, View*, Scene* scene) {
g_scene = scene;
g_meshSet = std::make_unique<MeshAssimp>(*engine);
createInstances(g_params, *engine);
for (auto& filename : g_filenames) {
g_meshSet->addFromFile(filename, g_meshMaterialInstances);
}
auto& tcm = engine->getTransformManager();
auto ei = tcm.getInstance(g_meshSet->getRenderables()[0]);
tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } *
tcm.getWorldTransform(ei));
auto& rcm = engine->getRenderableManager();
for (auto renderable : g_meshSet->getRenderables()) {
auto instance = rcm.getInstance(renderable);
if (!instance) continue;
rcm.setCastShadows(instance, g_params.castShadows);
for (size_t i = 0; i < rcm.getPrimitiveCount(instance); i++) {
rcm.setMaterialInstanceAt(instance, i, g_params.materialInstance[MATERIAL_LIT]);
}
scene->addEntity(renderable);
}
scene->addEntity(g_params.light);
if (g_shadowPlane) {
EntityManager& em = EntityManager::get();
Material* shadowMaterial = Material::Builder()
.package(RESOURCES_GROUNDSHADOW_DATA, RESOURCES_GROUNDSHADOW_SIZE)
.build(*engine);
const static uint32_t indices[] = {
0, 1, 2, 2, 3, 0
};
const static filament::math::float3 vertices[] = {
{ -10, 0, -10 },
{ -10, 0, 10 },
{ 10, 0, 10 },
{ 10, 0, -10 },
};
short4 tbn = filament::math::packSnorm16(
mat3f::packTangentFrame(
filament::math::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 filament::math::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 planeRenderable = em.create();
RenderableManager::Builder(1)
.boundingBox({{ 0, 0, 0 },
{ 10, 1e-4f, 10 }})
.material(0, shadowMaterial->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
vertexBuffer, indexBuffer, 0, 6)
.culling(false)
.receiveShadows(true)
.castShadows(false)
.build(*engine, planeRenderable);
scene->addEntity(planeRenderable);
tcm.setTransform(tcm.getInstance(planeRenderable),
filament::math::mat4f::translate(float3{0, -1, -4}));
}
}
static void gui(filament::Engine* engine, filament::View*) {
auto& params = g_params;
ImGui::SetNextWindowSize(ImVec2(0.0f, 0.0f));
ImGui::Begin("Parameters");
{
if (ImGui::CollapsingHeader("Material", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Combo("model", &params.currentMaterialModel,
"unlit\0lit\0subsurface\0cloth\0\0");
if (params.currentMaterialModel == MATERIAL_MODEL_LIT) {
ImGui::Combo("blending", &params.currentBlending,
"opaque\0transparent\0fade\0\0");
}
ImGui::ColorEdit3("baseColor", &params.color.r);
if (params.currentMaterialModel > MATERIAL_MODEL_UNLIT) {
if (params.currentBlending == BLENDING_TRANSPARENT ||
params.currentBlending == BLENDING_FADE) {
ImGui::SliderFloat("alpha", &params.alpha, 0.0f, 1.0f);
}
ImGui::SliderFloat("roughness", &params.roughness, 0.0f, 1.0f);
if (params.currentMaterialModel != MATERIAL_MODEL_CLOTH) {
ImGui::SliderFloat("metallic", &params.metallic, 0.0f, 1.0f);
ImGui::SliderFloat("reflectance", &params.reflectance, 0.0f, 1.0f);
}
if (params.currentMaterialModel != MATERIAL_MODEL_CLOTH &&
params.currentMaterialModel != MATERIAL_MODEL_SUBSURFACE) {
ImGui::SliderFloat("clearCoat", &params.clearCoat, 0.0f, 1.0f);
ImGui::SliderFloat("clearCoatRoughness", &params.clearCoatRoughness, 0.0f, 1.0f);
ImGui::SliderFloat("anisotropy", &params.anisotropy, -1.0f, 1.0f);
}
if (params.currentMaterialModel == MATERIAL_MODEL_SUBSURFACE) {
ImGui::SliderFloat("thickness", &params.thickness, 0.0f, 1.0f);
ImGui::SliderFloat("subsurfacePower", &params.subsurfacePower, 1.0f, 24.0f);
ImGui::ColorEdit3("subsurfaceColor", &params.subsurfaceColor.r);
}
if (params.currentMaterialModel == MATERIAL_MODEL_CLOTH) {
ImGui::ColorEdit3("sheenColor", &params.sheenColor.r);
ImGui::ColorEdit3("subsurfaceColor", &params.subsurfaceColor.r);
}
}
}
if (ImGui::CollapsingHeader("Object")) {
ImGui::Checkbox("castShadows", &params.castShadows);
}
if (ImGui::CollapsingHeader("Light")) {
ImGui::Checkbox("enabled", &params.directionalLightEnabled);
ImGui::ColorEdit3("color", &params.lightColor.r);
ImGui::SliderFloat("lux", &params.lightIntensity, 0.0f, 150000.0f);
ImGui::SliderFloat3("direction", &params.lightDirection.x, -1.0f, 1.0f);
ImGui::SliderFloat("sunSize", &params.sunAngularRadius, 0.1f, 10.0f);
ImGui::SliderFloat("haloSize", &params.sunHaloSize, 1.01f, 40.0f);
ImGui::SliderFloat("haloFalloff", &params.sunHaloFalloff, 0.0f, 2048.0f);
ImGui::SliderFloat("ibl", &params.iblIntensity, 0.0f, 50000.0f);
ImGui::SliderAngle("ibl rotation", &params.iblRotation);
}
if (ImGui::CollapsingHeader("Anti-aliasing")) {
ImGui::Checkbox("fxaa", &params.fxaa);
ImGui::Checkbox("msaa 4x", &params.msaa);
}
if (ImGui::CollapsingHeader("Debug")) {
DebugRegistry& debug = engine->getDebugRegistry();
ImGui::Checkbox("Camera at origin",
debug.getPropertyAddress<bool>("d.view.camera_at_origin"));
ImGui::Checkbox("Light Far uses shadow casters",
debug.getPropertyAddress<bool>("d.shadowmap.far_uses_shadowcasters"));
ImGui::Checkbox("Focus shadow casters",
debug.getPropertyAddress<bool>("d.shadowmap.focus_shadowcasters"));
bool* lispsm;
if (debug.getPropertyAddress<bool>("d.shadowmap.lispsm", &lispsm)) {
ImGui::Checkbox("Enable LiSPSM", lispsm);
if (*lispsm) {
ImGui::SliderFloat("dzn",
debug.getPropertyAddress<float>("d.shadowmap.dzn"), 0.0f, 1.0f);
ImGui::SliderFloat("dzf",
debug.getPropertyAddress<float>("d.shadowmap.dzf"),-1.0f, 0.0f);
}
}
}
}
ImGui::End();
MaterialInstance* materialInstance = updateInstances(params, *engine);
auto& rcm = engine->getRenderableManager();
for (auto renderable : g_meshSet->getRenderables()) {
auto instance = rcm.getInstance(renderable);
if (!instance) continue;
for (size_t i = 0; i < rcm.getPrimitiveCount(instance); i++) {
rcm.setMaterialInstanceAt(instance, i, materialInstance);
}
rcm.setCastShadows(instance, params.castShadows);
}
if (params.directionalLightEnabled && !params.hasDirectionalLight) {
g_scene->addEntity(params.light);
params.hasDirectionalLight = true;
} else if (!params.directionalLightEnabled && params.hasDirectionalLight) {
g_scene->remove(params.light);
params.hasDirectionalLight = false;
}
auto* ibl = FilamentApp::get().getIBL();
if (ibl) {
ibl->getIndirectLight()->setIntensity(params.iblIntensity);
ibl->getIndirectLight()->setRotation(
mat3f::rotate(params.iblRotation, float3{ 0, 1, 0 }));
}
}
static void preRender(filament::Engine*, filament::View* view, filament::Scene*, filament::Renderer*) {
view->setAntiAliasing(g_params.fxaa ? View::FXAA : View::NONE);
view->setSampleCount((uint8_t) (g_params.msaa ? 4 : 1));
}
int main(int argc, char* argv[]) {
int option_index = handleCommandLineArgments(argc, argv, &g_config);
int num_args = argc - option_index;
if (num_args < 1) {
printUsage(argv[0]);
return 1;
}
for (int i = option_index; i < argc; i++) {
utils::Path filename = argv[i];
if (!filename.exists()) {
std::cerr << "file " << argv[i] << " not found!" << std::endl;
return 1;
}
g_filenames.push_back(filename);
}
g_config.title = "Material Sandbox";
FilamentApp& filamentApp = FilamentApp::get();
filamentApp.run(g_config, setup, cleanup, gui, preRender);
return 0;
}