Files
cup_edit/thermion_dart/native/include/scene/GeometrySceneAsset.hpp
Nick Fisher ed444b0615 feature!:
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.
2024-11-27 15:02:37 +11:00

143 lines
4.1 KiB
C++

#pragma once
#include <memory>
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/VertexBuffer.h>
#include <filament/IndexBuffer.h>
#include <gltfio/MaterialProvider.h>
#include "scene/SceneAsset.hpp"
namespace thermion
{
using namespace filament;
class GeometrySceneAsset : public SceneAsset
{
public:
GeometrySceneAsset(bool isInstance,
Engine *engine,
VertexBuffer *vertexBuffer,
IndexBuffer *indexBuffer,
MaterialInstance **materialInstances,
size_t materialInstanceCount,
RenderableManager::PrimitiveType primitiveType,
Box boundingBox);
~GeometrySceneAsset();
SceneAsset *createInstance(MaterialInstance **materialInstances = nullptr, size_t materialInstanceCount = 0) override;
SceneAssetType getType() override
{
return SceneAsset::SceneAssetType::Geometry;
}
bool isInstance() override
{
return _isInstance;
}
utils::Entity getEntity() override
{
return _entity;
}
MaterialInstance **getMaterialInstances() override
{
return _materialInstances;
}
size_t getMaterialInstanceCount() override
{
return _materialInstanceCount;
}
const Box &getBoundingBox() const { return _boundingBox; }
VertexBuffer *getVertexBuffer() const { return _vertexBuffer; }
IndexBuffer *getIndexBuffer() const { return _indexBuffer; }
void addAllEntities(Scene *scene) override
{
scene->addEntity(_entity);
}
void removeAllEntities(Scene *scene) override
{
scene->remove(_entity);
}
void setPriority(RenderableManager &rm, int priority) override
{
auto renderableInstance = rm.getInstance(_entity);
rm.setPriority(renderableInstance, priority);
}
void setLayer(RenderableManager &rm, int layer) override
{
auto renderableInstance = rm.getInstance(_entity);
rm.setLayerMask(renderableInstance, 0xFF, 1u << (uint8_t)layer);
}
SceneAsset *getInstanceByEntity(utils::Entity entity) override
{
for (auto &instance : _instances)
{
if (instance->getEntity() == entity)
{
return instance.get();
}
}
return std::nullptr_t();
}
SceneAsset *getInstanceAt(size_t index) override
{
auto &asset = _instances[index];
return asset.get();
}
size_t getInstanceCount() override
{
return _instances.size();
}
size_t getChildEntityCount() override
{
return 0;
}
const Entity *getChildEntities() override
{
return nullptr;
}
Entity findEntityByName(const char *name) override
{
return Entity(); // not currently implemented
}
static std::unique_ptr<GeometrySceneAsset> create(
float *vertices, uint32_t numVertices,
float *normals, uint32_t numNormals,
float *uvs, uint32_t numUvs,
uint16_t *indices, uint32_t numIndices,
MaterialInstance *materialInstance,
RenderableManager::PrimitiveType primitiveType,
Engine *engine);
private:
Engine *_engine = nullptr;
VertexBuffer *_vertexBuffer = nullptr;
IndexBuffer *_indexBuffer = nullptr;
MaterialInstance **_materialInstances = nullptr;
size_t _materialInstanceCount = 0;
Box _boundingBox;
bool _isInstance = false;
utils::Entity _entity;
RenderableManager::PrimitiveType _primitiveType;
std::vector<std::unique_ptr<GeometrySceneAsset>> _instances;
};
} // namespace thermion