image_framework_ymj/include/open3d/3rdparty/viewer/SimpleViewer.h
2024-12-06 16:25:16 +08:00

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/*
* Copyright (C) 2020 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 VIEWER_SIMPLEVIEWER_H
#define VIEWER_SIMPLEVIEWER_H
#include <filament/Box.h>
#include <filament/DebugRegistry.h>
#include <filament/Engine.h>
#include <filament/IndirectLight.h>
#include <filament/Scene.h>
#include <filament/View.h>
#include <gltfio/Animator.h>
#include <gltfio/FilamentAsset.h>
#include <viewer/Settings.h>
#include <utils/Entity.h>
#include <math/vec3.h>
namespace filament {
namespace viewer {
/**
* \class SimpleViewer SimpleViewer.h viewer/SimpleViewer.h
* \brief Manages the state for a simple glTF viewer with imgui controls and a tree view.
*
* This is a utility that can be used across multiple platforms, including web.
*
* \note If you don't need ImGui controls, there is no need to use this class, just use AssetLoader
* instead.
*/
class SimpleViewer {
public:
using Animator = gltfio::Animator;
using FilamentAsset = gltfio::FilamentAsset;
using FilamentInstance = gltfio::FilamentInstance;
static constexpr int DEFAULT_SIDEBAR_WIDTH = 350;
/**
* Constructs a SimpleViewer that has a fixed association with the given Filament objects.
*
* Upon construction, the simple viewer may create some additional Filament objects (such as
* light sources) that it owns.
*/
SimpleViewer(filament::Engine* engine, filament::Scene* scene, filament::View* view,
int sidebarWidth = DEFAULT_SIDEBAR_WIDTH);
/**
* Destroys the SimpleViewer and any Filament entities that it owns.
*/
~SimpleViewer();
/**
* Adds the asset's ready-to-render entities into the scene and optionally transforms the root
* node to make it fit into a unit cube at the origin.
*
* The viewer does not claim ownership over the asset or its entities. Clients should use
* AssetLoader and ResourceLoader to load an asset before passing it in.
*
* @param asset The asset to view.
* @param scale Adds a transform to the root to fit the asset into a unit cube at the origin.
* @param instanceToAnimate Optional instance from which to get the animator.
*/
void populateScene(FilamentAsset* asset, bool scale,
FilamentInstance* instanceToAnimate = nullptr);
/**
* Removes the current asset from the viewer.
*
* This removes all the asset entities from the Scene, but does not destroy them.
*/
void removeAsset();
/**
* Sets or changes the current scene's IBL to allow the UI manipulate it.
*/
void setIndirectLight(filament::IndirectLight* ibl, filament::math::float3 const* sh3);
/**
* Applies the currently-selected glTF animation to the transformation hierarchy and updates
* the bone matrices on all renderables.
*/
void applyAnimation(double currentTime);
/**
* Constructs ImGui controls for the current frame and responds to everything that the user has
* changed since the previous frame.
*
* If desired this can be used in conjunction with the filagui library, which allows clients to
* render ImGui controls with Filament.
*/
void updateUserInterface();
/**
* Retrieves the current width of the ImGui "window" which we are using as a sidebar.
* Clients can monitor this value to adjust the size of the view.
*/
int getSidebarWidth() const { return mSidebarWidth; }
/**
* Allows clients to inject custom UI.
*/
void setUiCallback(std::function<void()> callback) { mCustomUI = callback; }
/**
* Draws the bounding box of each renderable.
* Defaults to false.
*/
void enableWireframe(bool b) { mEnableWireframe = b; }
/**
* Enables a built-in light source (useful for creating shadows).
* Defaults to true.
*/
void enableSunlight(bool b) { mEnableSunlight = b; }
/**
* Enables dithering on the view.
* Defaults to true.
*/
void enableDithering(bool b) {
mSettings.view.dithering = b ? Dithering::TEMPORAL : Dithering::NONE;
}
/**
* Enables FXAA antialiasing in the post-process pipeline.
* Defaults to true.
*/
void enableFxaa(bool b) {
mSettings.view.antiAliasing = b ? AntiAliasing::FXAA : AntiAliasing::NONE;
}
/**
* Enables hardware-based MSAA antialiasing.
* Defaults to true.
*/
void enableMsaa(bool b) { mSettings.view.sampleCount = b ? 4 : 1; }
/**
* Enables screen-space ambient occlusion in the post-process pipeline.
* Defaults to true.
*/
void enableSSAO(bool b) { mSettings.view.ssao.enabled = b; }
/**
* Enables Bloom.
* Defaults to true.
*/
void enableBloom(bool bloom) { mSettings.view.bloom.enabled = bloom; }
/**
* Adjusts the intensity of the IBL.
* See also filament::IndirectLight::setIntensity().
* Defaults to 30000.0.
*/
void setIBLIntensity(float brightness) { mIblIntensity = brightness; }
/**
* Gets a modifiable reference to stashed state.
*/
Settings& getSettings() { return mSettings; }
void stopAnimation() { mCurrentAnimation = 0; }
private:
void updateIndirectLight();
// Immutable properties set from the constructor.
filament::Engine* const mEngine;
filament::Scene* const mScene;
filament::View* const mView;
const utils::Entity mSunlight;
// Properties that can be changed from the application.
FilamentAsset* mAsset = nullptr;
Animator* mAnimator = nullptr;
filament::IndirectLight* mIndirectLight = nullptr;
std::function<void()> mCustomUI;
// Properties that can be changed from the UI.
int mCurrentAnimation = 1;
bool mResetAnimation = true;
float mIblIntensity = 30000.0f;
float mIblRotation = 0.0f;
float mSunlightIntensity = 100000.0f; // <-- This value is overridden when loading an IBL.
filament::math::float3 mSunlightColor = filament::Color::toLinear<filament::ACCURATE>({ 0.98, 0.92, 0.89});
filament::math::float3 mSunlightDirection = {0.6, -1.0, -0.8};
bool mEnableWireframe = false;
bool mEnableSunlight = true;
bool mEnableShadows = true;
int mShadowCascades = 1;
bool mEnableContactShadows = false;
int mVsmMsaaSamplesLog2 = 1;
std::array<float, 3> mSplitPositions = {0.25f, 0.50f, 0.75f};
Settings mSettings;
int mSidebarWidth;
uint32_t mFlags;
};
filament::math::mat4f fitIntoUnitCube(const filament::Aabb& bounds);
} // namespace viewer
} // namespace filament
#endif // VIEWER_SIMPLEVIEWER_H