add GLB view
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@@ -153,7 +153,6 @@ FilamentViewer::FilamentViewer(
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fadeShaderResources.data,
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fadeShaderResources.size,
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_engine);
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// _freeResource((void*)rb.data, rb.size, nullptr); <- TODO this is being freed too early, need to pass to callback?
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// } else {
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// _materialProvider = foo::createUbershaderLoader(_engine);
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// }
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@@ -164,7 +163,7 @@ FilamentViewer::FilamentViewer(
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{.engine = _engine, .normalizeSkinningWeights = true, .recomputeBoundingBoxes = false});
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manipulator =
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Manipulator<float>::Builder().orbitHomePosition(0.0f, 0.0f, 0.0f).targetPosition(0.0f, 0.0f, 0).build(Mode::ORBIT);
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Manipulator<float>::Builder().orbitHomePosition(0.0f, -1.4f, 1.0f).targetPosition(0.0f, -0.5f, 0.75f).build(Mode::ORBIT);
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_asset = nullptr;
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}
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@@ -218,25 +217,31 @@ void FilamentViewer::animateWeights(float* data, int numWeights, int length, flo
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}
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void FilamentViewer::loadGlb(const char* const uri) {
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std::cerr << "Loading GLB at URI " << uri << std::endl;
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if(_asset) {
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_resourceLoader->evictResourceData();
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_scene->removeEntities(_asset->getEntities(), _asset->getEntityCount());
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_assetLoader->destroyAsset(_asset);
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}
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_asset = nullptr;
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_animator = nullptr;
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}
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_asset = nullptr;
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_animator = nullptr;
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ResourceBuffer rbuf = _loadResource(uri);
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// Parse the glTF file and create Filament entities.
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_asset = _assetLoader->createAssetFromJson((uint8_t*)rbuf.data, rbuf.size);
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ResourceBuffer rbuf = _loadResource(uri);
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_asset = _assetLoader->createAssetFromBinary(
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(const uint8_t*)rbuf.data, rbuf.size);
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if (!_asset) {
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std::cerr << "Unknown error loading GLB asset." << std::endl;
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exit(1);
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}
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if (!_asset) {
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std::cerr << "Unable to parse asset" << std::endl;
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exit(1);
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}
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_scene->addEntities(_asset->getEntities(), _asset->getEntityCount());
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_resourceLoader->loadResources(_asset);
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_animator = _asset->getAnimator();
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_resourceLoader->loadResources(_asset);
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const Entity* entities = _asset->getEntities();
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RenderableManager& rm = _engine->getRenderableManager();
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for(int i =0; i< _asset->getEntityCount(); i++) {
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@@ -245,14 +250,11 @@ void FilamentViewer::loadGlb(const char* const uri) {
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rm.setCulling(inst, false);
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}
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_animator = _asset->getAnimator();
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_scene->addEntities(_asset->getEntities(), _asset->getEntityCount());
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_freeResource((void*)rbuf.data, rbuf.size, nullptr);
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transformToUnitCube();
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std::cerr << "Successfully loaded GLB." << std::endl;
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}
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void FilamentViewer::loadGltf(const char* const uri, const char* const relativeResourcePath) {
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@@ -284,15 +286,22 @@ void FilamentViewer::loadGltf(const char* const uri, const char* const relativeR
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StringList FilamentViewer::getTargetNames(const char* meshName) {
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FFilamentAsset* asset = (FFilamentAsset*)_asset;
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NodeMap &sourceNodes = asset->isInstanced() ? asset->mInstances[0]->nodeMap
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: asset->mNodeMap;
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FilamentInstance** instances = asset->getAssetInstances();
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std::cout << "Fetching morph target names for mesh " << meshName;
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for (auto pair : sourceNodes) {
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cgltf_node const *node = pair.first;
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cgltf_mesh const *mesh = node->mesh;
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if (mesh && strcmp(meshName, mesh->name) == 0) {
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return StringList((const char**)mesh->target_names, (int) mesh->target_names_count);
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if (mesh) {
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std::cout << "Mesh : " << mesh->name;
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if(strcmp(meshName, mesh->name) == 0) {
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return StringList((const char**)mesh->target_names, (int) mesh->target_names_count);
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}
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} else {
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std::cout << "No mesh attached to node";
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}
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}
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return StringList(nullptr, 0);
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@@ -374,7 +383,7 @@ void FilamentViewer::loadSkybox(const char* const skyboxPath, const char* const
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LightManager::Builder(LightManager::Type::DIRECTIONAL)
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.color(Color::cct(6500.0f))
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.intensity(100000.0f)
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.direction(math::float3(0.0f, -1.0f, 0.0f))
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.direction(math::float3(0.0f, 1.0f, 0.0f))
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.castShadows(true)
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.build(*_engine, _sun);
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_scene->addEntity(_sun);
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