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cup_edit/macos/include/viewer/ViewerGui.h
2023-09-05 23:13:59 +08:00

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/*
* Copyright (C) 2020 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef VIEWER_VIEWERGUI_H
#define VIEWER_VIEWERGUI_H
#include <filament/Box.h>
#include <filament/DebugRegistry.h>
#include <filament/Engine.h>
#include <filament/IndirectLight.h>
#include <filament/Scene.h>
#include <filament/View.h>
#include <gltfio/Animator.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/NodeManager.h>
#include <viewer/Settings.h>
#include <utils/Entity.h>
#include <utils/compiler.h>
#include <math/mat4.h>
#include <math/vec3.h>
#include <functional>
#include <vector>
namespace filagui {
class ImGuiHelper;
}
namespace filament {
namespace viewer {
/**
* \class ViewerGui ViewerGui.h viewer/ViewerGui.h
* \brief Builds ImGui widgets for a simple glTF viewer and manages the associated state.
*
* This is a utility that can be used across multiple platforms, including web.
*
* \note If you don't need ImGui controls, there is no need to use this class, just use AssetLoader
* instead.
*/
class UTILS_PUBLIC ViewerGui {
public:
using Animator = gltfio::Animator;
using FilamentAsset = gltfio::FilamentAsset;
using FilamentInstance = gltfio::FilamentInstance;
static constexpr int DEFAULT_SIDEBAR_WIDTH = 350;
/**
* Constructs a ViewerGui that has a fixed association with the given Filament objects.
*
* Upon construction, the simple viewer may create some additional Filament objects (such as
* light sources) that it owns.
*/
ViewerGui(Engine* engine, Scene* scene, View* view,
int sidebarWidth = DEFAULT_SIDEBAR_WIDTH);
/**
* Destroys the ViewerGui and any Filament entities that it owns.
*/
~ViewerGui();
/**
* Sets the viewer's current asset and instance.
*
* The viewer does not claim ownership over the asset or its entities. Clients should use
* AssetLoader and ResourceLoader to load an asset before passing it in.
*
* This method does not add renderables to the scene; see populateScene().
*
* @param instance The asset to view.
* @param instance The instance to view.
*/
void setAsset(FilamentAsset* asset, FilamentInstance* instance);
/**
* Adds the asset's ready-to-render entities into the scene.
*
* This is used for asychronous loading. It can be called once per frame to gradually add
* entities into the scene as their textures are loaded.
*/
void populateScene();
/**
* Removes the current asset from the viewer.
*
* This removes all the asset entities from the Scene, but does not destroy them.
*/
void removeAsset();
/**
* Sets or changes the current scene's IBL to allow the UI manipulate it.
*/
void setIndirectLight(IndirectLight* ibl, math::float3 const* sh3);
/**
* Applies the currently-selected glTF animation to the transformation hierarchy and updates
* the bone matrices on all renderables.
*
* If an instance is provided, animation is applied to it rather than the "set" instance.
*/
void applyAnimation(double currentTime, FilamentInstance* instance = nullptr);
/**
* Constructs ImGui controls for the current frame and responds to everything that the user has
* changed since the previous frame.
*
* If desired this can be used in conjunction with the filagui library, which allows clients to
* render ImGui controls with Filament.
*/
void updateUserInterface();
/**
* Alternative to updateUserInterface that uses an internal instance of ImGuiHelper.
*
* This utility method is designed for clients that do not want to manage their own instance of
* ImGuiHelper (e.g., JavaScript clients).
*
* Behind the scenes this simply calls ImGuiHelper->render() and passes updateUserInterface into
* its callback. Note that the first call might be slower since it requires the creation of the
* internal ImGuiHelper instance.
*/
void renderUserInterface(float timeStepInSeconds, View* guiView, float pixelRatio);
/**
* Event-passing methods, useful only when ViewerGui manages its own instance of ImGuiHelper.
* The key codes used in these methods are just normal ASCII/ANSI codes.
* @{
*/
void mouseEvent(float mouseX, float mouseY, bool mouseButton, float mouseWheelY, bool control);
void keyDownEvent(int keyCode);
void keyUpEvent(int keyCode);
void keyPressEvent(int charCode);
/** @}*/
/**
* Retrieves the current width of the ImGui "window" which we are using as a sidebar.
* Clients can monitor this value to adjust the size of the view.
*/
int getSidebarWidth() const { return mSidebarWidth; }
/**
* Allows clients to inject custom UI.
*/
void setUiCallback(std::function<void()> callback) { mCustomUI = callback; }
/**
* Draws the bounding box of each renderable.
* Defaults to false.
*/
void enableWireframe(bool b) { mEnableWireframe = b; }
/**
* Enables a built-in light source (useful for creating shadows).
* Defaults to true.
*/
void enableSunlight(bool b) { mSettings.lighting.enableSunlight = b; }
/**
* Enables dithering on the view.
* Defaults to true.
*/
void enableDithering(bool b) {
mSettings.view.dithering = b ? Dithering::TEMPORAL : Dithering::NONE;
}
/**
* Enables FXAA antialiasing in the post-process pipeline.
* Defaults to true.
*/
void enableFxaa(bool b) {
mSettings.view.antiAliasing = b ? AntiAliasing::FXAA : AntiAliasing::NONE;
}
/**
* Enables hardware-based MSAA antialiasing.
* Defaults to true.
*/
void enableMsaa(bool b) {
mSettings.view.msaa.sampleCount = 4;
mSettings.view.msaa.enabled = b;
}
/**
* Enables screen-space ambient occlusion in the post-process pipeline.
* Defaults to true.
*/
void enableSSAO(bool b) { mSettings.view.ssao.enabled = b; }
/**
* Enables Bloom.
* Defaults to true.
*/
void enableBloom(bool bloom) { mSettings.view.bloom.enabled = bloom; }
/**
* Adjusts the intensity of the IBL.
* See also IndirectLight::setIntensity().
* Defaults to 30000.0.
*/
void setIBLIntensity(float brightness) { mSettings.lighting.iblIntensity = brightness; }
/**
* Updates the transform at the root node according to the autoScaleEnabled setting.
*/
void updateRootTransform();
/**
* Gets a modifiable reference to stashed state.
*/
Settings& getSettings() { return mSettings; }
void stopAnimation() { mCurrentAnimation = 0; }
int getCurrentCamera() const { return mCurrentCamera; }
private:
using SceneMask = gltfio::NodeManager::SceneMask;
bool isRemoteMode() const { return mAsset == nullptr; }
void sceneSelectionUI();
// Immutable properties set from the constructor.
Engine* const mEngine;
Scene* const mScene;
View* const mView;
const utils::Entity mSunlight;
// Lazily instantiated fields.
filagui::ImGuiHelper* mImGuiHelper = nullptr;
// Properties that can be changed from the application.
FilamentAsset* mAsset = nullptr;
FilamentInstance* mInstance = nullptr;
IndirectLight* mIndirectLight = nullptr;
std::function<void()> mCustomUI;
// Properties that can be changed from the UI.
int mCurrentAnimation = 1; // It is a 1-based index and 0 means not playing animation
int mCurrentVariant = 0;
bool mEnableWireframe = false;
int mVsmMsaaSamplesLog2 = 1;
Settings mSettings;
int mSidebarWidth;
uint32_t mFlags;
utils::Entity mCurrentMorphingEntity;
std::vector<float> mMorphWeights;
SceneMask mVisibleScenes;
bool mShowingRestPose = false;
// 0 is the default "free camera". Additional cameras come from the gltf file (1-based index).
int mCurrentCamera = 0;
// Cross fade animation parameters.
float mCrossFadeDuration = 0.5f; // number of seconds to transition between animations
int mPreviousAnimation = 0; // one-based index of the previous animation
double mCurrentStartTime = 0.0f; // start time of most recent cross-fade (seconds)
double mPreviousStartTime = 0.0f; // start time of previous cross-fade (seconds)
bool mResetAnimation = true; // set when building ImGui widgets, honored in applyAnimation
// Color grading UI state.
float mToneMapPlot[1024];
float mRangePlot[1024 * 3];
float mCurvePlot[1024 * 3];
};
UTILS_PUBLIC
math::mat4f fitIntoUnitCube(const Aabb& bounds, float zoffset);
} // namespace viewer
} // namespace filament
#endif // VIEWER_VIEWERGUI_H