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