Files
cup_edit/ios/src/SceneAsset.cpp

347 lines
11 KiB
C++

#include <iostream>
#include <chrono>
#include <filament/Engine.h>
#include <filament/TransformManager.h>
#include <filament/Texture.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <imageio/ImageDecoder.h>
#include "StreamBufferAdapter.hpp"
#include "SceneAsset.hpp"
#include "Log.hpp"
#include "SceneResources.hpp"
using namespace std::chrono;
namespace polyvox {
using namespace std;
using namespace filament;
using namespace filament::gltfio;
using namespace image;
using namespace utils;
SceneAsset::SceneAsset(FilamentAsset *asset, Engine *engine,
NameComponentManager *ncm, LoadResource loadResource, FreeResource freeResource)
: _asset(asset), _engine(engine), _ncm(ncm), _loadResource(loadResource), _freeResource(freeResource) {
_animator = _asset->getInstance()->getAnimator();
for (int i = 0; i < _animator->getAnimationCount(); i++) {
_embeddedAnimationStatus.push_back(
EmbeddedAnimationStatus(false,false));
}
Log("Created animation buffers for %d", _embeddedAnimationStatus.size());
}
SceneAsset::~SceneAsset() {
// most other destructor work is deferred to SceneAssetLoader so we don't need to do anything here
if(_texture) {
_engine->destroy(_texture);
_texture = nullptr;
}
}
void SceneAsset::applyWeights(float *weights, int count) {
RenderableManager &rm = _engine->getRenderableManager();
for (size_t i = 0, c = _asset->getEntityCount(); i != c; ++i) {
auto inst = rm.getInstance(_asset->getEntities()[i]);
rm.setMorphWeights(inst, weights, count);
}
}
void SceneAsset::animateWeights(float *data, int numWeights, int numFrames,
float frameLengthInMs) {
Log("Making morph animation buffer with %d weights across %d frames and "
"frame length %f ms ",
numWeights, numFrames, frameLengthInMs);
_morphAnimationBuffer = std::make_unique<MorphAnimationStatus>(
data, numWeights, numFrames, frameLengthInMs);
}
void SceneAsset::updateAnimations() {
updateMorphAnimation();
updateEmbeddedAnimations();
}
void SceneAsset::updateMorphAnimation() {
if (!_morphAnimationBuffer) {
return;
}
if (_morphAnimationBuffer->frameIndex == -1) {
_morphAnimationBuffer->frameIndex++;
_morphAnimationBuffer->startTime = high_resolution_clock::now();
applyWeights(_morphAnimationBuffer->frameData,
_morphAnimationBuffer->numWeights);
} else {
duration<double, std::milli> dur =
high_resolution_clock::now() - _morphAnimationBuffer->startTime;
int frameIndex =
static_cast<int>(dur.count() / _morphAnimationBuffer->frameLengthInMs);
if (frameIndex > _morphAnimationBuffer->numFrames - 1) {
duration<double, std::milli> dur =
high_resolution_clock::now() - _morphAnimationBuffer->startTime;
Log("Morph animation completed in %f ms (%d frames at framerate %f), "
"final frame was %d",
dur.count(), _morphAnimationBuffer->numFrames,
1000 / _morphAnimationBuffer->frameLengthInMs,
_morphAnimationBuffer->frameIndex);
_morphAnimationBuffer = nullptr;
} else if (frameIndex != _morphAnimationBuffer->frameIndex) {
Log("Rendering frame %d (of a total %d)", frameIndex,
_morphAnimationBuffer->numFrames);
_morphAnimationBuffer->frameIndex = frameIndex;
auto framePtrOffset = frameIndex * _morphAnimationBuffer->numWeights;
applyWeights(_morphAnimationBuffer->frameData + framePtrOffset,
_morphAnimationBuffer->numWeights);
}
}
}
void SceneAsset::playAnimation(int index, bool loop, bool reverse) {
if (index > _animator->getAnimationCount() - 1) {
Log("Asset does not contain an animation at index %d", index);
} else {
const char* name = _animator->getAnimationName(index);
Log("Playing animation %d : %s", index, name);
if (_embeddedAnimationStatus[index].started) {
Log("Animation already playing, call stop first.");
} else {
Log("Starting animation at index %d with loop : %d and reverse %d ", index, loop, reverse);
_embeddedAnimationStatus[index].play = true;
_embeddedAnimationStatus[index].loop = loop;
_embeddedAnimationStatus[index].reverse = reverse;
}
}
}
void SceneAsset::stopAnimation(int index) {
// TODO - does this need to be threadsafe?
_embeddedAnimationStatus[index].play = false;
_embeddedAnimationStatus[index].started = false;
}
void SceneAsset::loadTexture(const char* resourcePath, int renderableIndex) {
Log("Loading texture at %s for renderableIndex %d", resourcePath, renderableIndex);
string rp(resourcePath);
if(_texture) {
_engine->destroy(_texture);
_texture = nullptr;
}
ResourceBuffer imageResource = _loadResource(rp.c_str());
StreamBufferAdapter sb((char *)imageResource.data, (char *)imageResource.data + imageResource.size);
istream *inputStream = new std::istream(&sb);
LinearImage *image = new LinearImage(ImageDecoder::decode(
*inputStream, rp.c_str(), ImageDecoder::ColorSpace::SRGB));
if (!image->isValid()) {
Log("Invalid image : %s", rp.c_str());
return;
}
uint32_t channels = image->getChannels();
uint32_t w = image->getWidth();
uint32_t h = image->getHeight();
_texture = Texture::Builder()
.width(w)
.height(h)
.levels(0xff)
.format(channels == 3 ? Texture::InternalFormat::RGB16F
: Texture::InternalFormat::RGBA16F)
.sampler(Texture::Sampler::SAMPLER_2D)
.build(*_engine);
Texture::PixelBufferDescriptor::Callback freeCallback = [](void *buf, size_t,
void *data) {
delete reinterpret_cast<LinearImage *>(data);
};
Texture::PixelBufferDescriptor buffer(
image->getPixelRef(), size_t(w * h * channels * sizeof(float)),
channels == 3 ? Texture::Format::RGB : Texture::Format::RGBA,
Texture::Type::FLOAT, freeCallback);
_texture->setImage(*_engine, 0, std::move(buffer));
setTexture();
delete inputStream;
_freeResource(imageResource.id);
}
void SceneAsset::setTexture() {
MaterialInstance* const* inst = _asset->getInstance()->getMaterialInstances();
size_t mic = _asset->getInstance()->getMaterialInstanceCount();
Log("Material instance count : %d", mic);
auto sampler = TextureSampler();
inst[0]->setParameter("baseColorIndex",0);
inst[0]->setParameter("baseColorMap",_texture,sampler);
}
void SceneAsset::updateEmbeddedAnimations() {
auto now = high_resolution_clock::now();
int animationIndex = 0;
for (auto &status : _embeddedAnimationStatus) {
if (!status.play) {
continue;
}
float animationLength = _animator->getAnimationDuration(animationIndex);
duration<double> elapsed =
duration_cast<duration<double>>(now - status.startedAt);
float animationTimeOffset = 0;
bool finished = false;
if (!status.started) {
Log("Starting");
status.started = true;
status.startedAt = now;
} else if (elapsed.count() >= animationLength) {
if (status.loop) {
status.startedAt = now;
} else {
animationTimeOffset = elapsed.count();
finished = true;
}
} else {
animationTimeOffset = elapsed.count();
}
if(status.reverse) {
animationTimeOffset = _animator->getAnimationDuration(animationIndex) - animationTimeOffset;
}
if (!finished) {
_animator->applyAnimation(animationIndex, animationTimeOffset);
} else {
Log("Animation %d finished", animationIndex);
status.play = false;
status.started = false;
}
animationIndex++;
}
_animator->updateBoneMatrices();
}
unique_ptr<vector<string>> SceneAsset::getAnimationNames() {
size_t count = _animator->getAnimationCount();
Log("Found %d animations in asset.", count);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
for (size_t i = 0; i < count; i++) {
names->push_back(_animator->getAnimationName(i));
}
return names;
}
unique_ptr<vector<string>> SceneAsset::getTargetNames(const char *meshName) {
if (!_asset) {
Log("No asset, ignoring call.");
return nullptr;
}
// Log("Retrieving morph target names for mesh %s", meshName);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
const Entity *entities = _asset->getEntities();
for (int i = 0; i < _asset->getEntityCount(); i++) {
Entity e = entities[i];
auto inst = _ncm->getInstance(e);
const char *name = _ncm->getName(inst);
// Log("Got entity instance name %s", name);
if (strcmp(name, meshName) == 0) {
size_t count = _asset->getMorphTargetCountAt(e);
for (int j = 0; j < count; j++) {
const char *morphName = _asset->getMorphTargetNameAt(e, j);
names->push_back(morphName);
}
break;
}
}
return names;
}
void SceneAsset::transformToUnitCube() {
if (!_asset) {
Log("No asset, cannot transform.");
return;
}
Log("Transforming asset to unit cube.");
auto &tm = _engine->getTransformManager();
FilamentInstance* inst = _asset->getInstance();
auto aabb = inst->getBoundingBox();
auto center = aabb.center();
auto halfExtent = aabb.extent();
auto maxExtent = max(halfExtent) * 2;
auto scaleFactor = 2.0f / maxExtent;
auto transform =
math::mat4f::scaling(scaleFactor) * math::mat4f::translation(-center);
tm.setTransform(tm.getInstance(inst->getRoot()), transform);
}
void SceneAsset::updateTransform() {
auto &tm = _engine->getTransformManager();
auto transform =
_position * _rotation * math::mat4f::scaling(_scale);
tm.setTransform(tm.getInstance(_asset->getRoot()), transform);
}
void SceneAsset::setScale(float scale) {
_scale = scale;
updateTransform();
}
void SceneAsset::setPosition(float x, float y, float z) {
Log("Setting position to %f %f %f", x, y, z);
_position = math::mat4f::translation(math::float3(x,y,z));
updateTransform();
}
void SceneAsset::setRotation(float rads, float x, float y, float z) {
Log("Rotating %f radians around axis %f %f %f", rads, x, y, z);
_rotation = math::mat4f::rotation(rads, math::float3(x,y,z));
updateTransform();
}
const utils::Entity *SceneAsset::getCameraEntities() {
return _asset->getCameraEntities();
}
size_t SceneAsset::getCameraEntityCount() {
return _asset->getCameraEntityCount();
}
const Entity* SceneAsset::getLightEntities() const noexcept {
return _asset->getLightEntities();
}
size_t SceneAsset::getLightEntityCount() const noexcept {
return _asset->getLightEntityCount();
}
} // namespace polyvox