add toggle for postprocessing and minor cleanup work
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303
macos/include/filament/gltfio/FilamentAsset.h
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303
macos/include/filament/gltfio/FilamentAsset.h
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/*
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* Copyright (C) 2019 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 GLTFIO_FILAMENTASSET_H
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#define GLTFIO_FILAMENTASSET_H
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#include <filament/Box.h>
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#include <filament/TextureSampler.h>
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#include <gltfio/NodeManager.h>
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#include <utils/compiler.h>
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#include <utils/Entity.h>
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namespace filament {
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class Camera;
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class Engine;
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class MaterialInstance;
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class Scene;
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}
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namespace filament::gltfio {
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class Animator;
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class FilamentInstance;
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/**
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* \class FilamentAsset FilamentAsset.h gltfio/FilamentAsset.h
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* \brief Owns a bundle of Filament objects that have been created by AssetLoader.
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*
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* For usage instructions, see the documentation for AssetLoader.
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*
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* This class owns a hierarchy of entities that have been loaded from a glTF asset. Every entity has
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* a filament::TransformManager component, and some entities also have \c Name, \c Renderable,
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* \c Light, \c Camera, or \c Node components.
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*
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* In addition to the aforementioned entities, an asset has strong ownership over a list of
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* filament::VertexBuffer, filament::IndexBuffer, filament::Texture,
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* and, optionally, a simple animation engine (gltfio::Animator).
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*
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* Clients must use ResourceLoader to create filament::Texture objects, compute tangent quaternions,
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* and upload data into vertex buffers and index buffers.
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*
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* \todo Only the default glTF scene is loaded, other glTF scenes are ignored.
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*/
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class UTILS_PUBLIC FilamentAsset {
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public:
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using Entity = utils::Entity;
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using SceneMask = NodeManager::SceneMask;
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/**
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* Gets the list of entities, one for each glTF node. All of these have a Transform component.
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* Some of the returned entities may also have a Renderable component and/or a Light component.
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*/
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const Entity* getEntities() const noexcept;
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/**
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* Gets the number of entities returned by getEntities().
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*/
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size_t getEntityCount() const noexcept;
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/**
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* Gets the list of entities in the scene representing lights. All of these have a Light component.
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*/
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const Entity* getLightEntities() const noexcept;
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/**
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* Gets the number of entities returned by getLightEntities().
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*/
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size_t getLightEntityCount() const noexcept;
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/**
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* Gets the list of entities in the asset that have renderable components.
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*/
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const utils::Entity* getRenderableEntities() const noexcept;
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/**
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* Gets the number of entities returned by getRenderableEntities().
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*/
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size_t getRenderableEntityCount() const noexcept;
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/**
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* Gets the list of entities in the scene representing cameras. All of these have a \c Camera
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* component.
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*
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* Note about aspect ratios:
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* gltfio always uses an aspect ratio of 1.0 when setting the projection matrix for perspective
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* cameras. gltfio then sets the camera's scaling matrix with the aspect ratio specified in the
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* glTF file (if present).
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*
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* The camera's scaling matrix allows clients to adjust the aspect ratio independently from the
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* camera's projection.
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*
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* To change the aspect ratio of the glTF camera:
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*
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* camera->setScaling(double4 {1.0 / newAspectRatio, 1.0, 1.0, 1.0});
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*
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* @see filament::Camera::setScaling
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*/
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const Entity* getCameraEntities() const noexcept;
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/**
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* Gets the number of entities returned by getCameraEntities().
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*/
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size_t getCameraEntityCount() const noexcept;
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/**
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* Gets the transform root for the asset, which has no matching glTF node.
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*
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* This node exists for convenience, allowing users to transform the entire asset. For instanced
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* assets, this is a "super root" where each of its children is a root in a particular instance.
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* This allows users to transform all instances en masse if they wish to do so.
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*/
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Entity getRoot() const noexcept;
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/**
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* Pops a ready renderable off the queue, or returns 0 if no renderables have become ready.
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*
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* NOTE: To determine the progress percentage or completion status, please use
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* ResourceLoader#asyncGetLoadProgress. To get the number of ready renderables,
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* please use popRenderables().
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*
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* This method allows clients to progressively add the asset's renderables to the scene as
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* textures gradually become ready through asynchronous loading. For example, on every frame
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* progressive applications can do something like this:
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*
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* while (Entity e = popRenderable()) { scene.addEntity(e); }
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*
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* Progressive reveal is not supported for dynamically added instances.
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*
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* \see ResourceLoader#asyncBeginLoad
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* \see popRenderables()
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*/
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Entity popRenderable() noexcept;
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/**
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* Pops up to "count" ready renderables off the queue, or returns the available number.
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*
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* The given pointer should either be null or point to memory that can hold up to count
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* entities. If the pointer is null, returns the number of available renderables. Otherwise
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* returns the number of entities that have been written.
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*
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* \see ResourceLoader#asyncBeginLoad
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*/
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size_t popRenderables(Entity* entities, size_t count) noexcept;
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/** Gets resource URIs for all externally-referenced buffers. */
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const char* const* getResourceUris() const noexcept;
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/** Gets the number of resource URIs returned by getResourceUris(). */
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size_t getResourceUriCount() const noexcept;
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/**
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* Gets the bounding box computed from the supplied min / max values in glTF accessors.
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*
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* This does not return a bounding box over all FilamentInstance, it's just a straightforward
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* AAAB that can be determined at load time from the asset data.
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*/
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filament::Aabb getBoundingBox() const noexcept;
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/** Gets the NameComponentManager label for the given entity, if it exists. */
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const char* getName(Entity) const noexcept;
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/** Returns the first entity with the given name, or 0 if none exist. */
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Entity getFirstEntityByName(const char* name) noexcept;
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/**
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* Gets a list of entities with the given name.
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*
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* @param name Null-terminated string to match.
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* @param entities Pointer to an array to populate.
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* @param maxCount Maximum number of entities to retrieve.
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*
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* @return If entities is non-null, the number of entities written to the entity pointer.
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* Otherwise this returns the number of entities with the given name.
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*/
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size_t getEntitiesByName(const char* name, Entity* entities,
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size_t maxCount) const noexcept;
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/**
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* Gets a list of entities whose names start with the given prefix.
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*
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* @param prefix Null-terminated prefix string to match.
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* @param entities Pointer to an array to populate.
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* @param maxCount Maximum number of entities to retrieve.
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*
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* @return If entities is non-null, the number of entities written to the entity pointer.
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* Otherwise this returns the number of entities with the given prefix.
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*/
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size_t getEntitiesByPrefix(const char* prefix, Entity* entities,
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size_t maxCount) const noexcept;
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/** Gets the glTF extras string for a specific node, or for the asset, if it exists. */
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const char* getExtras(Entity entity = {}) const noexcept;
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/**
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* Gets the morph target name at the given index in the given entity.
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*/
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const char* getMorphTargetNameAt(Entity entity, size_t targetIndex) const noexcept;
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/**
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* Returns the number of morph targets in the given entity.
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*/
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size_t getMorphTargetCountAt(Entity entity) const noexcept;
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/**
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* Lazily creates a single LINES renderable that draws the transformed bounding-box hierarchy
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* for diagnostic purposes. The wireframe is owned by the asset so clients should not delete it.
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*/
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Entity getWireframe() noexcept;
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/**
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* Returns the Filament engine associated with the AssetLoader that created this asset.
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*/
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filament::Engine* getEngine() const noexcept;
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/**
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* Reclaims CPU-side memory for URI strings, binding lists, and raw animation data.
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*
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* This should only be called after ResourceLoader::loadResources().
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* If this is an instanced asset, this prevents creation of new instances.
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*/
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void releaseSourceData() noexcept;
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/**
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* Returns a weak reference to the underlying cgltf hierarchy. This becomes invalid after
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* calling releaseSourceData().
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*/
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const void* getSourceAsset() noexcept;
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/**
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* Returns the number of scenes in the asset.
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*/
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size_t getSceneCount() const noexcept;
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/**
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* Returns the name of the given scene.
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*
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* Returns null if the given scene does not have a name or is out of bounds.
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*/
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const char* getSceneName(size_t sceneIndex) const noexcept;
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/**
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* Adds entities to a Filament scene only if they belong to at least one of the given glTF
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* scenes.
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*
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* This is just a helper that provides an alternative to directly calling scene->addEntities()
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* and provides filtering functionality.
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*/
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void addEntitiesToScene(filament::Scene& targetScene, const Entity* entities, size_t count,
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SceneMask sceneFilter) const;
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/**
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* Releases ownership of entities and their Filament components.
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*
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* This makes the client take responsibility for destroying Filament
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* components (e.g. Renderable, TransformManager component) as well as
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* the underlying entities.
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*/
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void detachFilamentComponents() noexcept;
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bool areFilamentComponentsDetached() const noexcept;
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/**
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* Convenience function to get the first instance, or null if it doesn't exist.
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*/
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FilamentInstance* getInstance() noexcept {
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return getAssetInstanceCount() > 0 ? getAssetInstances()[0] : nullptr;
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}
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/*! \cond PRIVATE */
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FilamentInstance** getAssetInstances() noexcept;
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size_t getAssetInstanceCount() const noexcept;
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protected:
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FilamentAsset() noexcept = default;
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~FilamentAsset() = default;
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public:
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FilamentAsset(FilamentAsset const&) = delete;
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FilamentAsset(FilamentAsset&&) = delete;
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FilamentAsset& operator=(FilamentAsset const&) = delete;
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FilamentAsset& operator=(FilamentAsset&&) = delete;
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/*! \endcond */
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};
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} // namespace filament::gltfio
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#endif // GLTFIO_FILAMENTASSET_H
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