/* * Copyright (C) 2015 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 TNT_FILAMENT_ENGINE_H #define TNT_FILAMENT_ENGINE_H #include #include namespace utils { class Entity; class JobSystem; } // namespace utils namespace filament { class Camera; class ColorGrading; class DebugRegistry; class Fence; class IndexBuffer; class IndirectLight; class Material; class MaterialInstance; class Renderer; class RenderTarget; class Scene; class Skybox; class Stream; class SwapChain; class Texture; class VertexBuffer; class View; class LightManager; class RenderableManager; class TransformManager; /** * Engine is filament's main entry-point. * * An Engine instance main function is to keep track of all resources created by the user and * manage the rendering thread as well as the hardware renderer. * * To use filament, an Engine instance must be created first: * * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * #include * using namespace filament; * * Engine* engine = Engine::create(); * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * Engine essentially represents (or is associated to) a hardware context * (e.g. an OpenGL ES context). * * Rendering typically happens in an operating system's window (which can be full screen), such * window is managed by a filament.Renderer. * * A typical filament render loop looks like this: * * * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * #include * #include * #include * #include * using namespace filament; * * Engine* engine = Engine::create(); * SwapChain* swapChain = engine->createSwapChain(nativeWindow); * Renderer* renderer = engine->createRenderer(); * Scene* scene = engine->createScene(); * View* view = engine->createView(); * * view->setScene(scene); * * do { * // typically we wait for VSYNC and user input events * if (renderer->beginFrame(swapChain)) { * renderer->render(view); * renderer->endFrame(); * } * } while (!quit); * * engine->destroy(view); * engine->destroy(scene); * engine->destroy(renderer); * engine->destroy(swapChain); * Engine::destroy(&engine); // clears engine* * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * Resource Tracking * ================= * * Each Engine instance keeps track of all objects created by the user, such as vertex and index * buffers, lights, cameras, etc... * The user is expected to free those resources, however, leaked resources are freed when the * engine instance is destroyed and a warning is emitted in the console. * * Thread safety * ============= * * An Engine instance is not thread-safe. The implementation makes no attempt to synchronize * calls to an Engine instance methods. * If multi-threading is needed, synchronization must be external. * * Multi-threading * =============== * * When created, the Engine instance starts a render thread as well as multiple worker threads, * these threads have an elevated priority appropriate for rendering, based on the platform's * best practices. The number of worker threads depends on the platform and is automatically * chosen for best performance. * * On platforms with asymmetric cores (e.g. ARM's Big.Little), Engine makes some educated guesses * as to which cores to use for the render thread and worker threads. For example, it'll try to * keep an OpenGL ES thread on a Big core. * * Swap Chains * =========== * * A swap chain represents an Operating System's *native* renderable surface. Typically it's a window * or a view. Because a SwapChain is initialized from a native object, it is given to filament * as a `void*`, which must be of the proper type for each platform filament is running on. * * @see SwapChain * * * @see Renderer */ class UTILS_PUBLIC Engine { public: using Platform = backend::Platform; using Backend = backend::Backend; /** * Creates an instance of Engine * * @param backend Which driver backend to use. * * @param platform A pointer to an object that implements Platform. If this is * provided, then this object is used to create the hardware context * and expose platform features to it. * * If not provided (or nullptr is used), an appropriate Platform * is created automatically. * * All methods of this interface are called from filament's * render thread, which is different from the main thread. * * The lifetime of \p platform must exceed the lifetime of * the Engine object. * * @param sharedGLContext A platform-dependant OpenGL context used as a shared context * when creating filament's internal context. * Setting this parameter will force filament to use the OpenGL * implementation (instead of Vulkan for instance). * * * @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be created. * * nullptr if the GPU driver couldn't be initialized, for instance if it doesn't * support the right version of OpenGL or OpenGL ES. * * @exception utils::PostConditionPanic can be thrown if there isn't enough memory to * allocate the command buffer. If exceptions are disabled, this condition if fatal and * this function will abort. * * \remark * This method is thread-safe. */ static Engine* create(Backend backend = Backend::DEFAULT, Platform* platform = nullptr, void* sharedGLContext = nullptr); #if UTILS_HAS_THREADING /** * A callback used with Engine::createAsync() called once the engine is initialized and it is * safe to call Engine::getEngine(token). This callback is invoked from an arbitrary worker * thread. Engine::getEngine() CANNOT be called from that thread, instead it must be called * from the same thread than Engine::createAsync() was called from. * * @param user User provided parameter given in createAsync(). * * @param token An opaque token used to call Engine::getEngine(). */ using CreateCallback = void(void* user, void* token); /** * Creates an instance of Engine asynchronously * * @param callback Callback called once the engine is initialized and it is safe to * call Engine::getEngine. * * @param user A user provided pointer that is given back to callback unmodified. * * @param backend Which driver backend to use. * * @param platform A pointer to an object that implements Platform. If this is * provided, then this object is used to create the hardware context * and expose platform features to it. * * If not provided (or nullptr is used), an appropriate Platform * is created automatically. * * All methods of this interface are called from filament's * render thread, which is different from the main thread. * * The lifetime of \p platform must exceed the lifetime of * the Engine object. * * @param sharedGLContext A platform-dependant OpenGL context used as a shared context * when creating filament's internal context. * Setting this parameter will force filament to use the OpenGL * implementation (instead of Vulkan for instance). */ static void createAsync(CreateCallback callback, void* user, Backend backend = Backend::DEFAULT, Platform* platform = nullptr, void* sharedGLContext = nullptr); /** * Retrieve an Engine* from createAsync(). This must be called from the same thread than * Engine::createAsync() was called from. * * @param token An opaque token given in the createAsync() callback function. * * @return A pointer to the newly created Engine, or nullptr if the Engine couldn't be created. * * @exception utils::PostConditionPanic can be thrown if there isn't enough memory to * allocate the command buffer. If exceptions are disabled, this condition if fatal and * this function will abort. */ static Engine* getEngine(void* token); #endif /** * Destroy the Engine instance and all associated resources. * * Engine.destroy() should be called last and after all other resources have been destroyed, * it ensures all filament resources are freed. * * Destroy performs the following tasks: * 1. Destroy all internal software and hardware resources. * 2. Free all user allocated resources that are not already destroyed and logs a warning. * This indicates a "leak" in the user's code. * 3. Terminate the rendering engine's thread. * * @param engine A pointer to the filament.Engine* to be destroyed. * \p engine is cleared upon return. * * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * #include * using namespace filament; * * Engine* engine = Engine::create(); * Engine::destroy(&engine); // clears engine* * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * \remark * This method is thread-safe. */ static void destroy(Engine** engine); /** * Destroy the Engine instance and all associated resources. * * Engine.destroy() should be called last and after all other resources have been destroyed, * it ensures all filament resources are freed. * * Destroy performs the following tasks: * 1. Destroy all internal software and hardware resources. * 2. Free all user allocated resources that are not already destroyed and logs a warning. * This indicates a "leak" in the user's code. * 3. Terminate the rendering engine's thread. * * @param engine A pointer to the filament.Engine to be destroyed. * * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * #include * using namespace filament; * * Engine* engine = Engine::create(); * Engine::destroy(engine); * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * * \remark * This method is thread-safe. */ static void destroy(Engine* engine); RenderableManager& getRenderableManager() noexcept; LightManager& getLightManager() noexcept; TransformManager& getTransformManager() noexcept; /** * Creates a SwapChain from the given Operating System's native window handle. * * @param nativeWindow An opaque native window handle. e.g.: on Android this is an * `ANativeWindow*`. * @param flags One or more configuration flags as defined in `SwapChain`. * * @return A pointer to the newly created SwapChain or nullptr if it couldn't be created. * * @see Renderer.beginFrame() */ SwapChain* createSwapChain(void* nativeWindow, uint64_t flags = 0) noexcept; /** * Creates a headless SwapChain. * * @param width Width of the drawing buffer in pixels. * @param height Height of the drawing buffer in pixels. * @param flags One or more configuration flags as defined in `SwapChain`. * * @return A pointer to the newly created SwapChain or nullptr if it couldn't be created. * * @see Renderer.beginFrame() */ SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags = 0) noexcept; /** * Creates a renderer associated to this engine. * * A Renderer is intended to map to a *window* on screen. * * @return A pointer to the newly created Renderer or nullptr if it couldn't be created. */ Renderer* createRenderer() noexcept; /** * Creates a View. * * @return A pointer to the newly created View or nullptr if it couldn't be created. */ View* createView() noexcept; /** * Creates a Scene. * * @return A pointer to the newly created Scene or nullptr if it couldn't be created. */ Scene* createScene() noexcept; /** * Creates a Camera component. * * @param entity Entity to add the camera component to. * @return A pointer to the newly created Camera or nullptr if it couldn't be created. */ Camera* createCamera(utils::Entity entity) noexcept; /** * Returns the Camera component of the given entity. * * @param entity An entity. * @return A pointer to the Camera component for this entity or nullptr if the entity didn't * have a Camera component. The pointer is valid until destroyCameraComponent() * (or destroyCamera()) is called or the entity itself is destroyed. */ Camera* getCameraComponent(utils::Entity entity) noexcept; /** * Destroys the Camera component associated with the given entity. * * @param entity An entity. */ void destroyCameraComponent(utils::Entity entity) noexcept; /** * Creates a Fence. * * @return A pointer to the newly created Fence or nullptr if it couldn't be created. */ Fence* createFence() noexcept; bool destroy(const VertexBuffer* p); //!< Destroys an VertexBuffer object. bool destroy(const Fence* p); //!< Destroys a Fence object. bool destroy(const IndexBuffer* p); //!< Destroys an IndexBuffer object. bool destroy(const IndirectLight* p); //!< Destroys an IndirectLight object. /** * Destroys a Material object * @param p the material object to destroy * @attention All MaterialInstance of the specified material must be destroyed before * destroying it. * @exception utils::PreConditionPanic is thrown if some MaterialInstances remain. * no-op if exceptions are disabled and some MaterialInstances remain. */ bool destroy(const Material* p); bool destroy(const MaterialInstance* p); //!< Destroys a MaterialInstance object. bool destroy(const Renderer* p); //!< Destroys a Renderer object. bool destroy(const Scene* p); //!< Destroys a Scene object. bool destroy(const Skybox* p); //!< Destroys a SkyBox object. bool destroy(const ColorGrading* p); //!< Destroys a ColorGrading object. bool destroy(const SwapChain* p); //!< Destroys a SwapChain object. bool destroy(const Stream* p); //!< Destroys a Stream object. bool destroy(const Texture* p); //!< Destroys a Texture object. bool destroy(const RenderTarget* p); //!< Destroys a RenderTarget object. bool destroy(const View* p); //!< Destroys a View object. void destroy(utils::Entity e); //!< Destroys all filament-known components from this entity /** * Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) and blocks until * all commands to this point are executed. Note that this doesn't guarantee that the * hardware is actually finished. * *

This is typically used right after destroying the SwapChain, * in cases where a guarantee about the SwapChain destruction is needed in a * timely fashion, such as when responding to Android's * android.view.SurfaceHolder.Callback.surfaceDestroyed

*/ void flushAndWait(); /** * Returns the default Material. * * The default material is 80% white and uses the Material.Shading.LIT shading. * * @return A pointer to the default Material instance (a singleton). */ const Material* getDefaultMaterial() const noexcept; /** * Returns the resolved backend. */ Backend getBackend() const noexcept; /** * Allocate a small amount of memory directly in the command stream. The allocated memory is * guaranteed to be preserved until the current command buffer is executed * * @param size size to allocate in bytes. This should be small (e.g. < 1 KB) * @param alignment alignment requested * @return a pointer to the allocated buffer or nullptr if no memory was available. * * @note there is no need to destroy this buffer, it will be freed automatically when * the current command buffer is executed. */ void* streamAlloc(size_t size, size_t alignment = alignof(double)) noexcept; /** * helper for creating an Entity and Camera component in one call * * @deprecated use createCamera(Entity) instead * * @return A camera component */ UTILS_DEPRECATED Camera* createCamera() noexcept; /** * helper for destroying the Camera component and its Entity in one call * * @param camera Camera component to destroy. The associated entity is also destroyed. * @deprecated use destroyCameraComponent(Entity) instead */ UTILS_DEPRECATED void destroy(const Camera* camera); /** * Invokes one iteration of the render loop, used only on single-threaded platforms. * * This should be called every time the windowing system needs to paint (e.g. at 60 Hz). */ void execute(); /** * Retrieves the job system that the Engine has ownership over. */ utils::JobSystem& getJobSystem() noexcept; DebugRegistry& getDebugRegistry() noexcept; protected: //! \privatesection Engine() noexcept = default; ~Engine() = default; public: //! \privatesection Engine(Engine const&) = delete; Engine(Engine&&) = delete; Engine& operator=(Engine const&) = delete; Engine& operator=(Engine&&) = delete; }; } // namespace filament #endif // TNT_FILAMENT_ENGINE_H