786 lines
29 KiB
C++
786 lines
29 KiB
C++
/*
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* Copyright (C) 2015 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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//! \file
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#ifndef TNT_FILAMENT_VIEW_H
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#define TNT_FILAMENT_VIEW_H
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#include <filament/Color.h>
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#include <filament/FilamentAPI.h>
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#include <filament/Options.h>
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#include <backend/DriverEnums.h>
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#include <utils/compiler.h>
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#include <utils/Entity.h>
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#include <math/mathfwd.h>
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namespace filament {
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namespace backend {
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class CallbackHandler;
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} // namespace backend
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class Camera;
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class ColorGrading;
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class MaterialInstance;
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class RenderTarget;
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class Scene;
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class Viewport;
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/**
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* A View encompasses all the state needed for rendering a Scene.
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*
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* Renderer::render() operates on View objects. These View objects specify important parameters
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* such as:
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* - The Scene
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* - The Camera
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* - The Viewport
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* - Some rendering parameters
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*
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* \note
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* View instances are heavy objects that internally cache a lot of data needed for rendering.
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* It is not advised for an application to use many View objects.
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*
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* For example, in a game, a View could be used for the main scene and another one for the
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* game's user interface. More View instances could be used for creating special effects (e.g.
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* a View is akin to a rendering pass).
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*
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*
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* @see Renderer, Scene, Camera, RenderTarget
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*/
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class UTILS_PUBLIC View : public FilamentAPI {
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public:
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using QualityLevel = QualityLevel;
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using BlendMode = BlendMode;
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using AntiAliasing = AntiAliasing;
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using Dithering = Dithering;
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using ShadowType = ShadowType;
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using DynamicResolutionOptions = DynamicResolutionOptions;
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using BloomOptions = BloomOptions;
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using FogOptions = FogOptions;
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using DepthOfFieldOptions = DepthOfFieldOptions;
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using VignetteOptions = VignetteOptions;
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using RenderQuality = RenderQuality;
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using AmbientOcclusionOptions = AmbientOcclusionOptions;
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using TemporalAntiAliasingOptions = TemporalAntiAliasingOptions;
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using MultiSampleAntiAliasingOptions = MultiSampleAntiAliasingOptions;
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using VsmShadowOptions = VsmShadowOptions;
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using SoftShadowOptions = SoftShadowOptions;
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using ScreenSpaceReflectionsOptions = ScreenSpaceReflectionsOptions;
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/**
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* Sets the View's name. Only useful for debugging.
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* @param name Pointer to the View's name. The string is copied.
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*/
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void setName(const char* name) noexcept;
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/**
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* Returns the View's name
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*
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* @return a pointer owned by the View instance to the View's name.
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*
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* @attention Do *not* free the pointer or modify its content.
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*/
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const char* getName() const noexcept;
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/**
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* Set this View instance's Scene.
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*
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* @param scene Associate the specified Scene to this View. A Scene can be associated to
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* several View instances.\n
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* \p scene can be nullptr to dissociate the currently set Scene
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* from this View.\n
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* The View doesn't take ownership of the Scene pointer (which
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* acts as a reference).
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*
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* @note
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* There is no reference-counting.
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* Make sure to dissociate a Scene from all Views before destroying it.
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*/
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void setScene(Scene* scene);
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/**
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* Returns the Scene currently associated with this View.
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* @return A pointer to the Scene associated to this View. nullptr if no Scene is set.
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*/
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Scene* getScene() noexcept;
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/**
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* Returns the Scene currently associated with this View.
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* @return A pointer to the Scene associated to this View. nullptr if no Scene is set.
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*/
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Scene const* getScene() const noexcept {
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return const_cast<View*>(this)->getScene();
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}
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/**
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* Specifies an offscreen render target to render into.
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*
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* By default, the view's associated render target is nullptr, which corresponds to the
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* SwapChain associated with the engine.
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*
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* A view with a custom render target cannot rely on Renderer::ClearOptions, which only apply
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* to the SwapChain. Such view can use a Skybox instead.
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*
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* @param renderTarget Render target associated with view, or nullptr for the swap chain.
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*/
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void setRenderTarget(RenderTarget* renderTarget) noexcept;
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/**
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* Gets the offscreen render target associated with this view.
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*
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* Returns nullptr if the render target is the swap chain (which is default).
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*
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* @see setRenderTarget
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*/
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RenderTarget* getRenderTarget() const noexcept;
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/**
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* Sets the rectangular region to render to.
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*
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* The viewport specifies where the content of the View (i.e. the Scene) is rendered in
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* the render target. The Render target is automatically clipped to the Viewport.
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*
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* @param viewport The Viewport to render the Scene into. The Viewport is a value-type, it is
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* therefore copied. The parameter can be discarded after this call returns.
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*/
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void setViewport(Viewport const& viewport) noexcept;
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/**
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* Returns the rectangular region that gets rendered to.
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* @return A constant reference to View's viewport.
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*/
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Viewport const& getViewport() const noexcept;
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/**
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* Sets this View's Camera.
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*
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* @param camera Associate the specified Camera to this View. A Camera can be associated to
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* several View instances.\n
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* \p camera can be nullptr to dissociate the currently set Camera from this
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* View.\n
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* The View doesn't take ownership of the Camera pointer (which
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* acts as a reference).
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*
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* @note
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* There is no reference-counting.
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* Make sure to dissociate a Camera from all Views before destroying it.
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*/
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void setCamera(Camera* camera) noexcept;
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/**
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* Returns the Camera currently associated with this View.
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* @return A reference to the Camera associated to this View.
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*/
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Camera& getCamera() noexcept;
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/**
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* Returns the Camera currently associated with this View.
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* @return A reference to the Camera associated to this View.
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*/
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Camera const& getCamera() const noexcept {
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return const_cast<View*>(this)->getCamera();
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}
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/**
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* Sets the blending mode used to draw the view into the SwapChain.
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*
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* @param blendMode either BlendMode::OPAQUE or BlendMode::TRANSLUCENT
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* @see getBlendMode
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*/
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void setBlendMode(BlendMode blendMode) noexcept;
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/**
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*
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* @return blending mode set by setBlendMode
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* @see setBlendMode
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*/
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BlendMode getBlendMode() const noexcept;
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/**
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* Sets which layers are visible.
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*
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* Renderable objects can have one or several layers associated to them. Layers are
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* represented with an 8-bits bitmask, where each bit corresponds to a layer.
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* @see RenderableManager::setLayerMask().
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*
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* This call sets which of those layers are visible. Renderables in invisible layers won't be
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* rendered.
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*
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* @param select a bitmask specifying which layer to set or clear using \p values.
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* @param values a bitmask where each bit sets the visibility of the corresponding layer
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* (1: visible, 0: invisible), only layers in \p select are affected.
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*
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* @note By default all layers are visible.
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* @note This is a convenient way to quickly show or hide sets of Renderable objects.
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*/
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void setVisibleLayers(uint8_t select, uint8_t values) noexcept;
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/**
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* Get the visible layers.
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*
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* @see View::setVisibleLayers()
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*/
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uint8_t getVisibleLayers() const noexcept;
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/**
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* Enables or disables shadow mapping. Enabled by default.
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*
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* @param enabled true enables shadow mapping, false disables it.
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*
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* @see LightManager::Builder::castShadows(),
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* RenderableManager::Builder::receiveShadows(),
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* RenderableManager::Builder::castShadows(),
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*/
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void setShadowingEnabled(bool enabled) noexcept;
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/**
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* @return whether shadowing is enabled
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*/
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bool isShadowingEnabled() const noexcept;
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/**
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* Enables or disables screen space refraction. Enabled by default.
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*
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* @param enabled true enables screen space refraction, false disables it.
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*/
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void setScreenSpaceRefractionEnabled(bool enabled) noexcept;
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/**
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* @return whether screen space refraction is enabled
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*/
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bool isScreenSpaceRefractionEnabled() const noexcept;
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/**
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* Sets how many samples are to be used for MSAA in the post-process stage.
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* Default is 1 and disables MSAA.
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*
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* @param count number of samples to use for multi-sampled anti-aliasing.\n
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* 0: treated as 1
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* 1: no anti-aliasing
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* n: sample count. Effective sample could be different depending on the
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* GPU capabilities.
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*
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* @note Anti-aliasing can also be performed in the post-processing stage, generally at lower
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* cost. See setAntialiasing.
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*
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* @see setAntialiasing
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* @deprecated use setMultiSampleAntiAliasingOptions instead
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*/
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UTILS_DEPRECATED
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void setSampleCount(uint8_t count = 1) noexcept;
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/**
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* Returns the sample count set by setSampleCount(). Effective sample count could be different.
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* A value of 0 or 1 means MSAA is disabled.
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*
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* @return value set by setSampleCount().
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* @deprecated use getMultiSampleAntiAliasingOptions instead
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*/
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UTILS_DEPRECATED
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uint8_t getSampleCount() const noexcept;
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/**
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* Enables or disables anti-aliasing in the post-processing stage. Enabled by default.
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* MSAA can be enabled in addition, see setSampleCount().
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*
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* @param type FXAA for enabling, NONE for disabling anti-aliasing.
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*
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* @note For MSAA anti-aliasing, see setSamplerCount().
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*
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* @see setSampleCount
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*/
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void setAntiAliasing(AntiAliasing type) noexcept;
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/**
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* Queries whether anti-aliasing is enabled during the post-processing stage. To query
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* whether MSAA is enabled, see getSampleCount().
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*
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* @return The post-processing anti-aliasing method.
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*/
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AntiAliasing getAntiAliasing() const noexcept;
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/**
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* Enables or disable temporal anti-aliasing (TAA). Disabled by default.
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*
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* @param options temporal anti-aliasing options
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*/
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void setTemporalAntiAliasingOptions(TemporalAntiAliasingOptions options) noexcept;
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/**
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* Returns temporal anti-aliasing options.
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*
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* @return temporal anti-aliasing options
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*/
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TemporalAntiAliasingOptions const& getTemporalAntiAliasingOptions() const noexcept;
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/**
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* Enables or disable screen-space reflections. Disabled by default.
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*
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* @param options screen-space reflections options
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*/
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void setScreenSpaceReflectionsOptions(ScreenSpaceReflectionsOptions options) noexcept;
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/**
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* Returns screen-space reflections options.
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*
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* @return screen-space reflections options
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*/
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ScreenSpaceReflectionsOptions const& getScreenSpaceReflectionsOptions() const noexcept;
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/**
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* Enables or disable multi-sample anti-aliasing (MSAA). Disabled by default.
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*
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* @param options multi-sample anti-aliasing options
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*/
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void setMultiSampleAntiAliasingOptions(MultiSampleAntiAliasingOptions options) noexcept;
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/**
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* Returns multi-sample anti-aliasing options.
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*
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* @return multi-sample anti-aliasing options
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*/
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MultiSampleAntiAliasingOptions const& getMultiSampleAntiAliasingOptions() const noexcept;
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/**
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* Sets this View's color grading transforms.
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*
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* @param colorGrading Associate the specified ColorGrading to this View. A ColorGrading can be
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* associated to several View instances.\n
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* \p colorGrading can be nullptr to dissociate the currently set
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* ColorGrading from this View. Doing so will revert to the use of the
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* default color grading transforms.\n
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* The View doesn't take ownership of the ColorGrading pointer (which
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* acts as a reference).
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*
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* @note
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* There is no reference-counting.
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* Make sure to dissociate a ColorGrading from all Views before destroying it.
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*/
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void setColorGrading(ColorGrading* colorGrading) noexcept;
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/**
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* Returns the color grading transforms currently associated to this view.
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* @return A pointer to the ColorGrading associated to this View.
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*/
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const ColorGrading* getColorGrading() const noexcept;
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/**
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* Sets ambient occlusion options.
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*
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* @param options Options for ambient occlusion.
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*/
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void setAmbientOcclusionOptions(AmbientOcclusionOptions const& options) noexcept;
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/**
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* Gets the ambient occlusion options.
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*
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* @return ambient occlusion options currently set.
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*/
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AmbientOcclusionOptions const& getAmbientOcclusionOptions() const noexcept;
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/**
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* Enables or disables bloom in the post-processing stage. Disabled by default.
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*
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* @param options options
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*/
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void setBloomOptions(BloomOptions options) noexcept;
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/**
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* Queries the bloom options.
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*
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* @return the current bloom options for this view.
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*/
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BloomOptions getBloomOptions() const noexcept;
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/**
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* Enables or disables fog. Disabled by default.
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*
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* @param options options
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*/
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void setFogOptions(FogOptions options) noexcept;
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/**
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* Queries the fog options.
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*
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* @return the current fog options for this view.
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*/
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FogOptions getFogOptions() const noexcept;
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/**
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* Enables or disables Depth of Field. Disabled by default.
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*
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* @param options options
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*/
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void setDepthOfFieldOptions(DepthOfFieldOptions options) noexcept;
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/**
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* Queries the depth of field options.
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*
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* @return the current depth of field options for this view.
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*/
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DepthOfFieldOptions getDepthOfFieldOptions() const noexcept;
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/**
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* Enables or disables the vignetted effect in the post-processing stage. Disabled by default.
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*
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* @param options options
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*/
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void setVignetteOptions(VignetteOptions options) noexcept;
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/**
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* Queries the vignette options.
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*
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* @return the current vignette options for this view.
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*/
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VignetteOptions getVignetteOptions() const noexcept;
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/**
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* Enables or disables dithering in the post-processing stage. Enabled by default.
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*
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* @param dithering dithering type
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*/
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void setDithering(Dithering dithering) noexcept;
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/**
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* Queries whether dithering is enabled during the post-processing stage.
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*
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* @return the current dithering type for this view.
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*/
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Dithering getDithering() const noexcept;
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/**
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* Sets the dynamic resolution options for this view. Dynamic resolution options
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* controls whether dynamic resolution is enabled, and if it is, how it behaves.
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*
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* @param options The dynamic resolution options to use on this view
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*/
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void setDynamicResolutionOptions(DynamicResolutionOptions const& options) noexcept;
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/**
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* Returns the dynamic resolution options associated with this view.
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* @return value set by setDynamicResolutionOptions().
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*/
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DynamicResolutionOptions getDynamicResolutionOptions() const noexcept;
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/**
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* Sets the rendering quality for this view. Refer to RenderQuality for more
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* information about the different settings available.
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*
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* @param renderQuality The render quality to use on this view
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*/
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void setRenderQuality(RenderQuality const& renderQuality) noexcept;
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/**
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* Returns the render quality used by this view.
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* @return value set by setRenderQuality().
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*/
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RenderQuality getRenderQuality() const noexcept;
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/**
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* Sets options relative to dynamic lighting for this view.
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*
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* @param zLightNear Distance from the camera where the lights are expected to shine.
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* This parameter can affect performance and is useful because depending
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* on the scene, lights that shine close to the camera may not be
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* visible -- in this case, using a larger value can improve performance.
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* e.g. when standing and looking straight, several meters of the ground
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* isn't visible and if lights are expected to shine there, there is no
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* point using a short zLightNear. (Default 5m).
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*
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* @param zLightFar Distance from the camera after which lights are not expected to be visible.
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* Similarly to zLightNear, setting this value properly can improve
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* performance. (Default 100m).
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*
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*
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* Together zLightNear and zLightFar must be chosen so that the visible influence of lights
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* is spread between these two values.
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*
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*/
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void setDynamicLightingOptions(float zLightNear, float zLightFar) noexcept;
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/*
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* Set the shadow mapping technique this View uses.
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*
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* The ShadowType affects all the shadows seen within the View.
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*
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* ShadowType::VSM imposes a restriction on marking renderables as only shadow receivers (but
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* not casters). To ensure correct shadowing with VSM, all shadow participant renderables should
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* be marked as both receivers and casters. Objects that are guaranteed to not cast shadows on
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* themselves or other objects (such as flat ground planes) can be set to not cast shadows,
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* which might improve shadow quality.
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*
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* @warning This API is still experimental and subject to change.
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*/
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void setShadowType(ShadowType shadow) noexcept;
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/**
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* Sets VSM shadowing options that apply across the entire View.
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*
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* Additional light-specific VSM options can be set with LightManager::setShadowOptions.
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*
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* Only applicable when shadow type is set to ShadowType::VSM.
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*
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* @param options Options for shadowing.
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*
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* @see setShadowType
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*
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* @warning This API is still experimental and subject to change.
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*/
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void setVsmShadowOptions(VsmShadowOptions const& options) noexcept;
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/**
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* Returns the VSM shadowing options associated with this View.
|
|
*
|
|
* @return value set by setVsmShadowOptions().
|
|
*/
|
|
VsmShadowOptions getVsmShadowOptions() const noexcept;
|
|
|
|
/**
|
|
* Sets soft shadowing options that apply across the entire View.
|
|
*
|
|
* Additional light-specific soft shadow parameters can be set with LightManager::setShadowOptions.
|
|
*
|
|
* Only applicable when shadow type is set to ShadowType::DPCF or ShadowType::PCSS.
|
|
*
|
|
* @param options Options for shadowing.
|
|
*
|
|
* @see setShadowType
|
|
*
|
|
* @warning This API is still experimental and subject to change.
|
|
*/
|
|
void setSoftShadowOptions(SoftShadowOptions const& options) noexcept;
|
|
|
|
/**
|
|
* Returns the soft shadowing options associated with this View.
|
|
*
|
|
* @return value set by setSoftShadowOptions().
|
|
*/
|
|
SoftShadowOptions getSoftShadowOptions() const noexcept;
|
|
|
|
/**
|
|
* Enables or disables post processing. Enabled by default.
|
|
*
|
|
* Post-processing includes:
|
|
* - Depth-of-field
|
|
* - Bloom
|
|
* - Vignetting
|
|
* - Temporal Anti-aliasing (TAA)
|
|
* - Color grading & gamma encoding
|
|
* - Dithering
|
|
* - FXAA
|
|
* - Dynamic scaling
|
|
*
|
|
* Disabling post-processing forgoes color correctness as well as some anti-aliasing techniques
|
|
* and should only be used for debugging, UI overlays or when using custom render targets
|
|
* (see RenderTarget).
|
|
*
|
|
* @param enabled true enables post processing, false disables it.
|
|
*
|
|
* @see setBloomOptions, setColorGrading, setAntiAliasing, setDithering, setSampleCount
|
|
*/
|
|
void setPostProcessingEnabled(bool enabled) noexcept;
|
|
|
|
//! Returns true if post-processing is enabled. See setPostProcessingEnabled() for more info.
|
|
bool isPostProcessingEnabled() const noexcept;
|
|
|
|
/**
|
|
* Inverts the winding order of front faces. By default front faces use a counter-clockwise
|
|
* winding order. When the winding order is inverted, front faces are faces with a clockwise
|
|
* winding order.
|
|
*
|
|
* Changing the winding order will directly affect the culling mode in materials
|
|
* (see Material::getCullingMode()).
|
|
*
|
|
* Inverting the winding order of front faces is useful when rendering mirrored reflections
|
|
* (water, mirror surfaces, front camera in AR, etc.).
|
|
*
|
|
* @param inverted True to invert front faces, false otherwise.
|
|
*/
|
|
void setFrontFaceWindingInverted(bool inverted) noexcept;
|
|
|
|
/**
|
|
* Returns true if the winding order of front faces is inverted.
|
|
* See setFrontFaceWindingInverted() for more information.
|
|
*/
|
|
bool isFrontFaceWindingInverted() const noexcept;
|
|
|
|
// for debugging...
|
|
|
|
//! debugging: allows to entirely disable frustum culling. (culling enabled by default).
|
|
void setFrustumCullingEnabled(bool culling) noexcept;
|
|
|
|
//! debugging: returns whether frustum culling is enabled.
|
|
bool isFrustumCullingEnabled() const noexcept;
|
|
|
|
//! debugging: sets the Camera used for rendering. It may be different from the culling camera.
|
|
void setDebugCamera(Camera* camera) noexcept;
|
|
|
|
//! debugging: returns a Camera from the point of view of *the* dominant directional light used for shadowing.
|
|
Camera const* getDirectionalLightCamera() const noexcept;
|
|
|
|
|
|
/** Result of a picking query */
|
|
struct PickingQueryResult {
|
|
utils::Entity renderable{}; //! RenderableManager Entity at the queried coordinates
|
|
float depth{}; //! Depth buffer value (1 (near plane) to 0 (infinity))
|
|
uint32_t reserved1{};
|
|
uint32_t reserved2{};
|
|
/**
|
|
* screen space coordinates in GL convention, this can be used to compute the view or
|
|
* world space position of the picking hit. For e.g.:
|
|
* clip_space_position = (fragCoords.xy / viewport.wh, fragCoords.z) * 2.0 - 1.0
|
|
* view_space_position = inverse(projection) * clip_space_position
|
|
* world_space_position = model * view_space_position
|
|
*
|
|
* The viewport, projection and model matrices can be obtained from Camera. Because
|
|
* pick() has some latency, it might be more accurate to obtain these values at the
|
|
* time the View::pick() call is made.
|
|
*/
|
|
math::float3 fragCoords; //! screen space coordinates in GL convention
|
|
};
|
|
|
|
/** User data for PickingQueryResultCallback */
|
|
struct PickingQuery {
|
|
// note: this is enough to store a std::function<> -- just saying...
|
|
void* storage[4];
|
|
};
|
|
|
|
/** callback type used for picking queries. */
|
|
using PickingQueryResultCallback = void(*)(PickingQueryResult const& result, PickingQuery* pq);
|
|
|
|
/**
|
|
* Helper for creating a picking query from Foo::method, by pointer.
|
|
* e.g.: pick<Foo, &Foo::bar>(x, y, &foo);
|
|
*
|
|
* @tparam T Class of the method to call (e.g.: Foo)
|
|
* @tparam method Method to call on T (e.g.: &Foo::bar)
|
|
* @param x Horizontal coordinate to query in the viewport with origin on the left.
|
|
* @param y Vertical coordinate to query on the viewport with origin at the bottom.
|
|
* @param data A pointer to an instance of T
|
|
* @param handler Handler to dispatch the callback or nullptr for the default handler.
|
|
*/
|
|
template<typename T, void(T::*method)(PickingQueryResult const&)>
|
|
void pick(uint32_t x, uint32_t y, T* instance, backend::CallbackHandler* handler = nullptr) noexcept {
|
|
PickingQuery& query = pick(x, y, [](PickingQueryResult const& result, PickingQuery* pq) {
|
|
void* user = pq->storage;
|
|
(*static_cast<T**>(user)->*method)(result);
|
|
});
|
|
query.storage[0] = instance;
|
|
}
|
|
|
|
/**
|
|
* Helper for creating a picking query from Foo::method, by copy for a small object
|
|
* e.g.: pick<Foo, &Foo::bar>(x, y, foo);
|
|
*
|
|
* @tparam T Class of the method to call (e.g.: Foo)
|
|
* @tparam method Method to call on T (e.g.: &Foo::bar)
|
|
* @param x Horizontal coordinate to query in the viewport with origin on the left.
|
|
* @param y Vertical coordinate to query on the viewport with origin at the bottom.
|
|
* @param data An instance of T
|
|
* @param handler Handler to dispatch the callback or nullptr for the default handler.
|
|
*/
|
|
template<typename T, void(T::*method)(PickingQueryResult const&)>
|
|
void pick(uint32_t x, uint32_t y, T instance, backend::CallbackHandler* handler = nullptr) noexcept {
|
|
static_assert(sizeof(instance) <= sizeof(PickingQuery::storage), "user data too large");
|
|
PickingQuery& query = pick(x, y, [](PickingQueryResult const& result, PickingQuery* pq) {
|
|
void* user = pq->storage;
|
|
T* that = static_cast<T*>(user);
|
|
(that->*method)(result);
|
|
that->~T();
|
|
});
|
|
new(query.storage) T(std::move(instance));
|
|
}
|
|
|
|
/**
|
|
* Helper for creating a picking query from a small functor
|
|
* e.g.: pick(x, y, [](PickingQueryResult const& result){});
|
|
*
|
|
* @param x Horizontal coordinate to query in the viewport with origin on the left.
|
|
* @param y Vertical coordinate to query on the viewport with origin at the bottom.
|
|
* @param functor A functor, typically a lambda function.
|
|
* @param handler Handler to dispatch the callback or nullptr for the default handler.
|
|
*/
|
|
template<typename T>
|
|
void pick(uint32_t x, uint32_t y, T functor, backend::CallbackHandler* handler = nullptr) noexcept {
|
|
static_assert(sizeof(functor) <= sizeof(PickingQuery::storage), "functor too large");
|
|
PickingQuery& query = pick(x, y, handler,
|
|
(PickingQueryResultCallback)[](PickingQueryResult const& result, PickingQuery* pq) {
|
|
void* user = pq->storage;
|
|
T& that = *static_cast<T*>(user);
|
|
that(result);
|
|
that.~T();
|
|
});
|
|
new(query.storage) T(std::move(functor));
|
|
}
|
|
|
|
/**
|
|
* Creates a picking query. Multiple queries can be created (e.g.: multi-touch).
|
|
* Picking queries are all executed when Renderer::render() is called on this View.
|
|
* The provided callback is guaranteed to be called at some point in the future.
|
|
*
|
|
* Typically it takes a couple frames to receive the result of a picking query.
|
|
*
|
|
* @param x Horizontal coordinate to query in the viewport with origin on the left.
|
|
* @param y Vertical coordinate to query on the viewport with origin at the bottom.
|
|
* @param callback User callback, called when the picking query result is available.
|
|
* @param handler Handler to dispatch the callback or nullptr for the default handler.
|
|
* @return A reference to a PickingQuery structure, which can be used to store up to
|
|
* 8*sizeof(void*) bytes of user data. This user data is later accessible
|
|
* in the PickingQueryResultCallback callback 3rd parameter.
|
|
*/
|
|
PickingQuery& pick(uint32_t x, uint32_t y, backend::CallbackHandler* handler,
|
|
PickingQueryResultCallback callback) noexcept;
|
|
|
|
|
|
/**
|
|
* List of available ambient occlusion techniques
|
|
* @deprecated use AmbientOcclusionOptions::enabled instead
|
|
*/
|
|
enum class UTILS_DEPRECATED AmbientOcclusion : uint8_t {
|
|
NONE = 0, //!< No Ambient Occlusion
|
|
SSAO = 1 //!< Basic, sampling SSAO
|
|
};
|
|
|
|
/**
|
|
* Activates or deactivates ambient occlusion.
|
|
* @deprecated use setAmbientOcclusionOptions() instead
|
|
* @see setAmbientOcclusionOptions
|
|
*
|
|
* @param ambientOcclusion Type of ambient occlusion to use.
|
|
*/
|
|
UTILS_DEPRECATED
|
|
void setAmbientOcclusion(AmbientOcclusion ambientOcclusion) noexcept;
|
|
|
|
/**
|
|
* Queries the type of ambient occlusion active for this View.
|
|
* @deprecated use getAmbientOcclusionOptions() instead
|
|
* @see getAmbientOcclusionOptions
|
|
*
|
|
* @return ambient occlusion type.
|
|
*/
|
|
UTILS_DEPRECATED
|
|
AmbientOcclusion getAmbientOcclusion() const noexcept;
|
|
};
|
|
|
|
} // namespace filament
|
|
|
|
#endif // TNT_FILAMENT_VIEW_H
|