* minimal backend support for compute - added api to dispatch a compute shader - added api to create and bind a ssbo - added api to read back a buffer Only implemented in the gl backend * Add a backend compute test suite * basic support for compute shaders in matc this is still very much work-in-progress. We're not supporting images nor ssbo for now. * rename UniformInterfaceBlock to BufferInterfaceBlock * augment BufferInterfaceBlock to support ssbo features - add support for std430 - add support for ssbo - add support for variable-size array - add support for memory qualifiers * reformat MaterialBuilder * material format: move subpasses outside of parameters subpasses now are their own json property instead of being a "parameter". * refactor parameter() methods to match Buffer/SamplerInterfaceBlock We're just shuffling the arguments. * add support for buffers in .mat files * filamat now generates buffer blocks (ssbo) * take feature level into consideration when optimizing shaders * don't store the 'uniform binding' chunk for level 2 materials this includes some refactoring/cleanups of MaterialParser * matinfo: fixes for compute - separate subpasses from parameters - don't attempt to print material properties
288 lines
10 KiB
C++
288 lines
10 KiB
C++
/*
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* Copyright (C) 2017 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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#include <iostream>
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#include <string>
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#include <map>
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#include <vector>
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#include <getopt/getopt.h>
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#include <utils/Path.h>
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#include <filament/Engine.h>
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#include <filament/LightManager.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/RenderableManager.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/TextureSampler.h>
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#include <filament/TransformManager.h>
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#include <math/mat3.h>
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#include <math/mat4.h>
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#include <math/vec4.h>
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#include <filamentapp/Config.h>
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#include <filamentapp/FilamentApp.h>
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#include <stb_image.h>
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#include <utils/EntityManager.h>
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#include <filamat/MaterialBuilder.h>
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#include <filameshio/MeshReader.h>
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using namespace filament::math;
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using namespace filament;
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using namespace filamesh;
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using namespace filamat;
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using namespace utils;
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static std::vector<Path> g_filenames;
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static MeshReader::MaterialRegistry g_materialInstances;
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static std::vector<MeshReader::Mesh> g_meshes;
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static const Material* g_material;
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static Entity g_light;
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static std::map<std::string, Texture*> g_maps;
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static Config g_config;
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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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"SAMPLE_CLOTH is an example of cloth rendering\n"
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"Usage:\n"
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" SAMPLE_CLOTH [options] <filamesh input files>\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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" Applies an IBL generated by cmgen's deploy option\n\n"
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" --split-view, -v\n"
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" Splits the window into 4 views\n\n"
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" --scale=[number], -s [number]\n"
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" Applies uniform scale\n\n"
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);
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const std::string from("SAMPLE_CLOTH");
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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 handleCommandLineArgments(int argc, char* argv[], Config* config) {
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static constexpr const char* OPTSTR = "ha:i:vs:";
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static const struct option OPTIONS[] = {
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{ "help", no_argument, 0, 'h' },
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{ "api", required_argument, 0, 'a' },
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{ "ibl", required_argument, 0, 'i' },
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{ "split-view", no_argument, 0, 'v' },
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{ "scale", required_argument, 0, 's' },
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{ 0, 0, 0, 0 } // termination of the option list
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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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config->backend = Engine::Backend::OPENGL;
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} else if (arg == "vulkan") {
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config->backend = Engine::Backend::VULKAN;
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} else if (arg == "metal") {
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config->backend = Engine::Backend::METAL;
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} else {
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std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'." << std::endl;
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}
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break;
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case 'i':
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config->iblDirectory = arg;
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break;
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case 's':
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try {
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config->scale = std::stof(arg);
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} catch (std::invalid_argument& e) {
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// keep scale of 1.0
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} catch (std::out_of_range& e) {
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// keep scale of 1.0
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}
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break;
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case 'v':
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config->splitView = 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 void cleanup(Engine* engine, View* view, Scene* scene) {
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for (auto map : g_maps) {
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engine->destroy(map.second);
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}
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std::vector<filament::MaterialInstance*> materialList(g_materialInstances.numRegistered());
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g_materialInstances.getRegisteredMaterials(materialList.data());
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for (auto material : materialList) {
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engine->destroy(material);
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}
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g_materialInstances.unregisterAll();
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engine->destroy(g_material);
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EntityManager& em = EntityManager::get();
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for (auto mesh : g_meshes) {
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engine->destroy(mesh.vertexBuffer);
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engine->destroy(mesh.indexBuffer);
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engine->destroy(mesh.renderable);
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em.destroy(mesh.renderable);
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}
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engine->destroy(g_light);
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em.destroy(g_light);
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}
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Texture* loadMap(Engine* engine, const char* name, bool sRGB = true) {
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Path path(name);
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if (path.exists()) {
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int w, h, n;
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unsigned char* data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, 3);
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if (data != nullptr) {
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Texture* map = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(sRGB ? Texture::InternalFormat::SRGB8 : Texture::InternalFormat::RGB8)
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.build(*engine);
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Texture::PixelBufferDescriptor buffer(data, size_t(w * h * 3),
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Texture::Format::RGB, Texture::Type::UBYTE,
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(Texture::PixelBufferDescriptor::Callback) &stbi_image_free);
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map->setImage(*engine, 0, std::move(buffer));
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map->generateMipmaps(*engine);
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g_maps[name] = map;
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return map;
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} else {
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std::cout << "The map " << path << " could not be loaded" << std::endl;
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}
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} else {
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std::cout << "The map " << path << " does not exist" << std::endl;
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}
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return nullptr;
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}
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static void setup(Engine* engine, View* view, Scene* scene) {
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Texture* normal = loadMap(engine, "normal.png", false);
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Texture* basecolor = loadMap(engine, "basecolor.png");
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Texture* roughness = loadMap(engine, "roughness.png", false);
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if (!basecolor || !normal || !roughness) {
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std::cout << "Need basecolor.png, normal.png and roughness.png" << std::endl;
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return;
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}
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MaterialBuilder::init();
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MaterialBuilder builder;
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builder
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.name("DefaultMaterial")
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.targetApi(MaterialBuilder::TargetApi::ALL)
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#ifndef NDEBUG
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.optimization(MaterialBuilderBase::Optimization::NONE)
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#endif
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.require(VertexAttribute::UV0)
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.parameter("normalMap", MaterialBuilder::SamplerType::SAMPLER_2D)
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.parameter("basecolorMap", MaterialBuilder::SamplerType::SAMPLER_2D)
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.parameter("roughnessMap", MaterialBuilder::SamplerType::SAMPLER_2D)
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.material(R"SHADER(
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void material(inout MaterialInputs material) {
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vec2 uv = getUV0() * 2.0;
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material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
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prepareMaterial(material);
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vec3 baseColor = texture(materialParams_basecolorMap, uv).rgb;
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float luma = dot(baseColor, vec3(0.2126, 0.7152, 0.0722));
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material.baseColor.rgb = baseColor;
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material.roughness = texture(materialParams_roughnessMap, uv).r;
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material.sheenColor = vec3(luma) * 0.5;
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}
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)SHADER")
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.shading(Shading::CLOTH);
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Package pkg = builder.build(engine->getJobSystem());
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g_material = Material::Builder().package(pkg.getData(), pkg.getSize())
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.build(*engine);
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const utils::CString defaultMaterialName("DefaultMaterial");
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g_materialInstances.registerMaterialInstance(defaultMaterialName, g_material->createInstance());
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TextureSampler sampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
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TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT);
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sampler.setAnisotropy(8.0f);
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g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("normalMap", normal, sampler);
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g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("basecolorMap", basecolor, sampler);
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g_materialInstances.getMaterialInstance(defaultMaterialName)->setParameter("roughnessMap", roughness, sampler);
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auto& tcm = engine->getTransformManager();
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for (const auto& filename : g_filenames) {
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MeshReader::Mesh mesh = MeshReader::loadMeshFromFile(engine, filename, g_materialInstances);
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if (mesh.renderable) {
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auto ei = tcm.getInstance(mesh.renderable);
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tcm.setTransform(ei, mat4f{ mat3f(g_config.scale), float3(0.0f, 0.0f, -4.0f) } *
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tcm.getWorldTransform(ei));
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scene->addEntity(mesh.renderable);
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g_meshes.push_back(mesh);
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}
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}
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g_light = EntityManager::get().create();
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LightManager::Builder(LightManager::Type::DIRECTIONAL)
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.color(Color::toLinear<ACCURATE>({0.98f, 0.92f, 0.89f}))
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.intensity(110000)
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.direction({0.6, -1, -0.8})
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.build(*engine, g_light);
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scene->addEntity(g_light);
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}
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int main(int argc, char* argv[]) {
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int option_index = handleCommandLineArgments(argc, argv, &g_config);
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int num_args = argc - option_index;
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if (num_args < 1) {
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printUsage(argv[0]);
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return 1;
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}
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for (int i = option_index; i < argc; i++) {
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utils::Path filename = argv[i];
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if (!filename.exists()) {
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std::cerr << "file " << argv[i] << " not found!" << std::endl;
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return 1;
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}
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g_filenames.push_back(filename);
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}
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g_config.title = "Cloth shading";
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FilamentApp& filamentApp = FilamentApp::get();
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filamentApp.run(g_config, setup, cleanup);
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return 0;
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}
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