image_framework_ymj/include/open3d/3rdparty/gltfio/AssetLoader.h

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/*
* Copyright (C) 2019 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 GLTFIO_ASSETLOADER_H
#define GLTFIO_ASSETLOADER_H
#include <filament/Engine.h>
#include <filament/Material.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/FilamentInstance.h>
#include <gltfio/MaterialProvider.h>
namespace utils {
class EntityManager;
class NameComponentManager;
}
/**
* Loader and pipeline for glTF 2.0 assets.
*/
namespace gltfio {
/**
* \struct AssetConfiguration AssetLoader.h gltfio/AssetLoader.h
* \brief Construction parameters for AssetLoader.
*/
struct AssetConfiguration {
//! The engine that the loader should pass to builder objects (e.g.
//! filament::VertexBuffer::Builder).
class filament::Engine* engine;
//! Controls whether the loader uses filamat to generate materials on the fly, or loads a small
//! set of precompiled ubershader materials. See createMaterialGenerator() and
//! createUbershaderLoader().
MaterialProvider* materials;
//! Optional manager for associating string names with entities in the transform hierarchy.
utils::NameComponentManager* names = nullptr;
//! Overrides the factory used for creating entities in the transform hierarchy. If this is not
//! specified, AssetLoader will use the singleton EntityManager associated with the current
//! process.
utils::EntityManager* entities = nullptr;
//! Optional default node name for anonymous nodes
char* defaultNodeName = nullptr;
};
/**
* \class AssetLoader AssetLoader.h gltfio/AssetLoader.h
* \brief Consumes glTF content and produces FilamentAsset objects.
*
* AssetLoader consumes a blob of glTF 2.0 content (either JSON or GLB) and produces a FilamentAsset
* object, which is a bundle of Filament entities, material instances, textures, vertex buffers,
* and index buffers.
*
* Clients must use AssetLoader to create and destroy FilamentAsset objects.
*
* AssetLoader does not fetch external buffer data or create textures on its own. Clients can use
* ResourceLoader for this, which obtains the URI list from the asset. This is demonstrated in the
* code snippet below.
*
* AssetLoader also owns a cache of filament::Material objects that may be re-used across multiple
* loads.
*
* Example usage:
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* auto engine = Engine::create();
* auto materials = createMaterialGenerator(engine);
* auto loader = AssetLoader::create({engine, materials});
*
* // Parse the glTF content and create Filament entities.
* std::vector<uint8_t> content(...);
* FilamentAsset* asset = loader->createAssetFromJson(content.data(), content.size());
* content.clear();
*
* // Load buffers and textures from disk.
* ResourceLoader({engine, ".", true}).loadResources(asset);
*
* // Obtain the simple animation interface.
* Animator* animator = asset->getAnimator();
*
* // Free the glTF hierarchy as it is no longer needed.
* asset->releaseSourceData();
*
* // Add renderables to the scene.
* scene->addEntities(asset->getEntities(), asset->getEntityCount());
*
* // Execute the render loop and play the first animation.
* do {
* animator->applyAnimation(0, time);
* animator->updateBoneMatrices();
* if (renderer->beginFrame(swapChain)) {
* renderer->render(view);
* renderer->endFrame();
* }
* } while (!quit);
*
* scene->removeEntities(asset->getEntities(), asset->getEntityCount());
* loader->destroyAsset(asset);
* materials->destroyMaterials();
* delete materials;
* AssetLoader::destroy(&loader);
* Engine::destroy(&engine);
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
class AssetLoader {
public:
/**
* Creates an asset loader for the given configuration, which specifies the Filament engine.
*
* The engine is held weakly, used only for the creation and destruction of Filament objects.
* The optional name component manager can be used to assign names to renderables.
* The material source specifies whether to use filamat to generate materials on the fly, or to
* load a small set of precompiled ubershader materials.
*/
static AssetLoader* create(const AssetConfiguration& config);
/**
* Frees the loader.
*
* This does not not automatically free the cache of materials, nor
* does it free the entities for created assets (see destroyAsset).
*/
static void destroy(AssetLoader** loader);
/**
* Takes a pointer to the contents of a JSON-based glTF 2.0 file and returns a bundle
* of Filament objects. Returns null on failure.
*/
FilamentAsset* createAssetFromJson(const uint8_t* bytes, uint32_t nbytes);
/**
* Takes a pointer to the contents of a GLB glTF 2.0 file and returns a bundle
* of Filament objects. Returns null on failure.
*/
FilamentAsset* createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes);
/**
* Consumes the contents of a glTF 2.0 file and produces a primary asset with one or more
* instances. The primary asset has ownership over the instances.
*
* The returned instances share their textures, material instances, and vertex buffers with the
* primary asset. However each instance has its own unique set of entities, transform
* components, and renderable components. Instances are freed when the primary asset is freed.
*
* Light components are not instanced, they belong only to the primary asset.
*
* Clients must use ResourceLoader to load resources on the primary asset.
*
* The entity accessor and renderable stack API in the primary asset can be used to control the
* union of all instances. The individual FilamentInstance objects can be used to access each
* instance's partition of entities. Similarly, the Animator in the primary asset controls all
* instances. To animate instances individually, use FilamentInstance::getAnimator().
*
* @param bytes the contents of a glTF 2.0 file (JSON or GLB)
* @param numBytes the number of bytes in "bytes"
* @param instances destination pointer, to be populated by the requested number of instances
* @param numInstances requested number of instances
* @return the primary asset that has ownership over all instances
*/
FilamentAsset* createInstancedAsset(const uint8_t* bytes, uint32_t numBytes,
FilamentInstance** instances, size_t numInstances);
/**
* Adds a new instance to an instanced asset.
*
* Use this with caution. It is more efficient to pre-allocate a max number of instances, and
* gradually add them to the scene as needed. Instances can also be "recycled" by removing and
* re-adding them to the scene.
*
* NOTE: destroyInstance() does not exist because gltfio favors flat arrays for storage of
* entity lists and instance lists, which would be slow to shift. We also wish to discourage
* create/destroy churn, as noted above.
*
* This cannot be called after FilamentAsset::releaseSourceData().
* This cannot be called on a non-instanced asset.
* Animation is not supported in new instances.
* See also AssetLoader::createInstancedAsset().
*/
FilamentInstance* createInstance(FilamentAsset* primary);
/**
* Takes a pointer to an opaque pipeline object and returns a bundle of Filament objects.
*
* This exists solely for interop with AssetPipeline, which is optional according to the build
* configuration.
*/
FilamentAsset* createAssetFromHandle(const void* cgltf);
/**
* Allows clients to enable diagnostic shading on newly-loaded assets.
*/
void enableDiagnostics(bool enable = true);
/**
* Destroys the given asset and all of its associated Filament objects.
*
* This destroys entities, components, material instances, vertex buffers, index buffers,
* and textures.
*/
void destroyAsset(const FilamentAsset* asset);
/**
* Gets a weak reference to an array of cached materials, used internally to create material
* instances for assets.
*/
const filament::Material* const* getMaterials() const noexcept;
/**
* Gets the number of cached materials.
*/
size_t getMaterialsCount() const noexcept;
utils::NameComponentManager* getNames() const noexcept;
/*! \cond PRIVATE */
protected:
AssetLoader() noexcept = default;
~AssetLoader() = default;
public:
AssetLoader(AssetLoader const&) = delete;
AssetLoader(AssetLoader&&) = delete;
AssetLoader& operator=(AssetLoader const&) = delete;
AssetLoader& operator=(AssetLoader&&) = delete;
/*! \endcond */
};
} // namespace gltfio
#endif // GLTFIO_ASSETLOADER_H