This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
178 lines
8.1 KiB
C++
178 lines
8.1 KiB
C++
// #include <filament/Material.h>
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// #include <filament/MaterialInstance.h>
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// #include <utils/EntityManager.h>
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// #include "scene/SceneManager.hpp"
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// namespace thermion
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// {
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// SceneManager::HighlightOverlay::HighlightOverlay(
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// EntityId entityId,
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// SceneManager *const sceneManager,
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// Engine *engine,
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// float r,
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// float g,
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// float b) : _sceneManager(sceneManager), _engine(engine)
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// {
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// auto &rm = engine->getRenderableManager();
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// auto &tm = engine->getTransformManager();
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// // Create the outline/highlight material instance
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// filament::gltfio::MaterialKey dummyKey; // We're not using the key for this simple material
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// filament::gltfio::UvMap dummyUvMap; // We're not using UV mapping for this simple material
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// auto materialProvider = sceneManager->unlitMaterialProvider();
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// _highlightMaterialInstance = materialProvider->createMaterialInstance(&dummyKey, &dummyUvMap);
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// _highlightMaterialInstance->setStencilOpStencilFail(filament::backend::StencilOperation::KEEP);
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// _highlightMaterialInstance->setStencilOpDepthFail(filament::backend::StencilOperation::KEEP);
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// _highlightMaterialInstance->setStencilOpDepthStencilPass(filament::backend::StencilOperation::REPLACE);
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// _highlightMaterialInstance->setStencilCompareFunction(filament::backend::SamplerCompareFunc::NE);
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// _highlightMaterialInstance->setStencilReferenceValue(1);
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// _highlightMaterialInstance->setParameter("baseColorFactor", filament::math::float3{r, g, b});
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// _highlightMaterialInstance->setParameter("vertexScale", 1.04f);
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// _highlightMaterialInstance->setCullingMode(filament::backend::CullingMode::FRONT);
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// auto scene = sceneManager->getScene();
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// // _isGeometryEntity = sceneManager->isGeometryEntity(entityId);
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// // _isGltfAsset = sceneManager->isGltfAsset(entityId);
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// if (!(_isGeometryEntity || _isGltfAsset))
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// {
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// Log("Failed to set stencil outline for entity %d: the entity is a child of another entity. "
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// "Currently, we only support outlining top-level entities."
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// "Call getAncestor() to get the ancestor of this entity, then set on that",
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// entityId);
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// return;
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// }
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// if (_isGeometryEntity)
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// {
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// auto geometryEntity = Entity::import(entityId);
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// auto renderable = rm.getInstance(geometryEntity);
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// auto materialInstance = rm.getMaterialInstanceAt(renderable, 0);
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// // set stencil write on the existing material
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// materialInstance->setStencilWrite(true);
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// materialInstance->setDepthWrite(true);
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// materialInstance->setStencilReferenceValue(1);
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// materialInstance->setStencilOpStencilFail(filament::backend::StencilOperation::KEEP);
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// materialInstance->setStencilOpDepthFail(filament::backend::StencilOperation::KEEP);
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// materialInstance->setStencilOpDepthStencilPass(filament::backend::StencilOperation::KEEP);
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// materialInstance->setStencilCompareFunction(filament::backend::SamplerCompareFunc::A);
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// // materialInstance->setCullingMode(filament::MaterialInstance::CullingMode::BACK);
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// // auto geometry = sceneManager->getGeometry(entityId);
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// // _entity = geometry->createInstance(materialInstance);
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// scene->addEntity(_entity);
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// auto outlineTransformInstance = tm.getInstance(_entity);
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// auto entityTransformInstance = tm.getInstance(geometryEntity);
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// tm.setParent(outlineTransformInstance, entityTransformInstance);
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// }
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// else if (_isGltfAsset)
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// {
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// Log("Entity %d is gltf", entityId);
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// // auto *asset = sceneManager->getAssetByEntityId(entityId);
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// // if (asset)
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// // {
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// // Log("Found glTF FilamentAsset with %d material instances", asset->getInstance()->getMaterialInstanceCount());
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// // auto materialInstance = asset->getInstance()->getMaterialInstances()[0];
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// // // set stencil write on the existing material
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// // materialInstance->setStencilWrite(true);
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// // materialInstance->setDepthWrite(true);
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// // materialInstance->setStencilReferenceValue(1);
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// // materialInstance->setStencilOpStencilFail(filament::backend::StencilOperation::KEEP);
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// // materialInstance->setStencilOpDepthFail(filament::backend::StencilOperation::REPLACE);
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// // materialInstance->setStencilOpDepthStencilPass(filament::backend::StencilOperation::REPLACE);
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// // materialInstance->setStencilCompareFunction(filament::backend::SamplerCompareFunc::A);
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// // _newInstance = sceneManager->createGltfAssetInstance(asset);
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// // _entity = _newInstance->getRoot();
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// // auto newTransformInstance = tm.getInstance(_entity);
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// // auto entityTransformInstance = tm.getInstance(asset->getRoot());
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// // tm.setParent(newTransformInstance, entityTransformInstance);
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// // if (!_newInstance)
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// // {
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// // Log("Couldn't create new instance");
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// // }
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// // else
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// // {
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// // for (int i = 0; i < _newInstance->getEntityCount(); i++)
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// // {
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// // auto entity = _newInstance->getEntities()[i];
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// // auto renderableInstance = rm.getInstance(entity);
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// // rm.setPriority(renderableInstance, 7);
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// // if (renderableInstance.isValid())
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// // {
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// // for (int primitiveIndex = 0; primitiveIndex < rm.getPrimitiveCount(renderableInstance); primitiveIndex++)
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// // {
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// // rm.setMaterialInstanceAt(renderableInstance, primitiveIndex, _highlightMaterialInstance);
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// // }
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// // }
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// // else
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// // {
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// // Log("Not renderable, ignoring");
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// // }
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// // }
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// // scene->addEntities(_newInstance->getEntities(), _newInstance->getEntityCount());
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// // }
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// }
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// else
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// {
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// Log("Not FilamentAsset");
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// }
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// }
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// SceneManager::HighlightOverlay::~HighlightOverlay()
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// {
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// if (_entity.isNull())
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// {
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// Log("Null entity");
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// return;
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// }
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// if (_isGltfAsset)
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// {
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// Log("Destroyed gltf asset highlight overlay");
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// _sceneManager->getScene()->removeEntities(_newInstance->getEntities(), _newInstance->getEntityCount());
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// // _sceneManager->destroyGltfAssetInstance(_newInstance);
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// // auto materialInstances = _newInstance->getMaterialInstances();
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// // auto numMaterialInstances = _newInstance->getMaterialInstanceCount();
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// // _newInstance->detachMaterialInstances();
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// // for(int i = 0; i < numMaterialInstances; i++) {
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// // _engine->destroy(_highlightMaterialInstance);
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// // }
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// // _engine->destroy(_newInstance);
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// }
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// else if (_isGeometryEntity)
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// {
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// auto &tm = _engine->getTransformManager();
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// auto transformInstance = tm.getInstance(_entity);
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// _sceneManager->getScene()->remove(_entity);
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// utils::EntityManager::get().destroy(_entity);
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// _engine->destroy(_entity);
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// _engine->destroy(_highlightMaterialInstance);
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// }
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// else
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// {
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// Log("FATAL: Unknown highlight overlay entity type");
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// }
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// }
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// }
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