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#include <mujoco/mjmodel.h>
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#include <mujoco/mjrender.h>
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#include <mujoco/mjvisualize.h>
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#include <mujoco/mujoco.h>
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#if defined(__cplusplus)
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extern "C" {
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#endif
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// IMPORTANT: This API should still be considered experimental and is likely
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// change frequently.
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// IMPORTANT: This API should still be considered experimental and is likely change frequently.
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// This library provides a C API for the filament rendering library
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// (https://github.com/google/filament) that is designed to work with the
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// MuJoCo library for visualizing simulations.
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// This library provides a C API for the filament rendering library (github.com/google/filament)
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// that is designed to work with the MuJoCo library for visualizing simulations.
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//
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// The filament renderer is a real-time physically based rendering (PBR) engine
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// developed by Google. It is designed to be as small as possible and as
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// efficient as possible, while still providing high-quality results. It works
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// across all major platforms (Linux, Windows, macOS, Android, iOS, Web) and
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// supports OpenGL, Vulkan, and Metal.
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// The filament renderer is a real-time physically based rendering (PBR) engine developed by Google.
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// It is designed to be as small as possible and as efficient as possible, while still providing
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// high-quality results. It works across all major platforms (Linux, Windows, macOS, Android, iOS,
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// Web) and supports OpenGL, Vulkan, and Metal.
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//
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// For the purposes of this API, we assume the reader has a basic understanding
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// of rendering concepts (e.g. textures, vertices, cameras, framebuffers, etc.).
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// We will also highlight some of the key differences between this renderer and
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// the legacy/classic MuJoCo (mjr) renderer.
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// For the purposes of this API, we assume the reader has a basic understanding of rendering
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// concepts (e.g. textures, vertices, cameras, framebuffers, etc.). We will also highlight some of
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// the key differences between this renderer and the legacy/classic MuJoCo (mjr) renderer.
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//
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// ## API Overview
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//
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// There are seven key components: Context, Texture, Mesh, Scene, Light,
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// Renderable, and RenderTarget. We'll describe these in detail further below.
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// There are seven key components: Context, Texture, Mesh, Scene, Light, Renderable, and
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// RenderTarget. We'll describe these in detail further below.
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//
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// Each object is created using a `create` function and destroyed using a
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// `destroy` function, e.g. `mjrf_createTexture` and `mjrf_destroyTexture`.
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// The `create` functions accept a pointer to a configuration struct (e.g.
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// `mjrTextureConfig`) which describes the parameters for the object to be
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// created. Each of these structs has a corresponding `default` function (e.g.
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// `mjr_defaultTextureConfig`) which can be used to initialize the struct to
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// default values. Default values are assumed to be 0/NULL unless otherwise
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// specified.
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// Each object is created using a `create` function and destroyed using a `destroy` function, e.g.
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// `mjrf_createTexture` and `mjrf_destroyTexture`. The `create` functions accept a pointer to a
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// configuration struct (e.g. `mjrTextureConfig`) which describes the parameters for the object to
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// be created. Each of these structs has a corresponding `default` function (e.g.
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// `mjrf_defaultTextureConfig`) which can be used to initialize the struct to default values. Default
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// values are assumed to be 0/NULL unless otherwise specified.
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//
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// For now, we'll just define opaque handles for each of our components.
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struct mjrfContext {};
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@@ -67,52 +60,39 @@ struct mjrfLight {};
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struct mjrfRenderable {};
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struct mjrfRenderTarget {};
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// ## Rendering Context (mjrfContext)
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//
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// The Context is the main entry point for the library. It manages all the core filament objects
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// that are responsible for the rendering of an image.
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//
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// All other objects (e.g. Textures, Meshes, Scenes, etc.) need a Context in order to be created.
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// Otherwise, the main function to use with the Context is `mjrf_render()` which does the actual
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// rendering.
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//
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// Filament uses a separate thread for doing the actual rendering. However, despite that, this API
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// is not thread-safe; calls are expected to be made from a single thread. Also, due to the
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// asynchronous nature of filament, some APIs provide handles or callbacks to signal when an
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// operation is complete. (Note: for WASM builds, filament does not use a separate thread.)
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//
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// There are two key differences between the mjrfContext and the classic mjrContext. Firstly, the
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// filament context will manage the underlying graphics context itself. This means users do not need
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// to initialize EGL or similar libraries beforehand. Secondly, the filament context is independent
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// of a MuJoCo model. That means you can use a single mjrfContext to render images for multiple
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// models.
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// Callback function type for rendering operations.
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typedef void (*mjrfCallback)(void* user_data);
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// ## Rendering Context (mjrfContext)
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//
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// The Context is the main entry point for the library. It manages all the
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// core filament objects that are responsible for the rendering of an image.
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//
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// Filament uses a separate thread for doing the actual rendering. However,
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// despite that, this API is not thread-safe; calls are expected to be made
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// from a single thread. Also, due to the asynchronous nature of filament,
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// some APIs provide handles or callbacks to signal when an operation is
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// complete. (Note: for WASM builds, filament does not use a separate thread.)
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//
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// All other objects (e.g. Textures, Meshes, Scenes, etc.) need a Context in
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// order to be created. Otherwise, the main function to use with the Context is
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// `mjrf_render()` which does the actual rendering.
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//
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// There are two key differences between the mjrfContext and the classic
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// mjrContext. Firstly, the filament context will manage the underlying graphics
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// context itself. This means users do not need to initialize EGL or similar
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// libraries beforehand. Secondly, the filament context is independent of a
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// MuJoCo model. That means you can use a single mjrfContext to render images
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// for multiple models.
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// Underlying graphics API library to use for the Context.
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typedef enum mjrGraphicsApi_ {
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// Default, based on current platform.
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mjGRAPHICS_API_DEFAULT = 0,
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// OpenGL (desktop), GLES (mobile), WebGL (web)
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mjGRAPHICS_API_OPENGL,
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// Vulkan
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mjGRAPHICS_API_VULKAN,
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typedef enum mjrGraphicsApi_ { // underlying graphics API to use for rendering
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mjGRAPHICS_API_DEFAULT = 0, // default (platform-dependent)
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mjGRAPHICS_API_OPENGL, // desktop, mobile (GLES), web (WebGL)
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mjGRAPHICS_API_VULKAN, // vulkan
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} mjrGraphicsApi;
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// Configuration parameters for the filament rendering context.
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struct mjrFilamentConfig {
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// The native window handle into which we can render directly. If nullptr,
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// rendering will be done to an offscreen framebuffer.
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void* native_window;
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// The backend graphics API to use.
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mjrGraphicsApi graphics_api;
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// Use software rendering even if the platform supports hardware rendering.
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mjtBool force_software_rendering;
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struct mjrFilamentConfig { // parameters for creating filament context (mjrfContext)
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int graphics_api; // mjrGraphicsApi; rendering graphics API
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mjtBool force_software_rendering; // force backend to use software rendering
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void* native_window; // platform-dependent window handle (or nullptr for windowless)
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};
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// Initializes the mjrFilamentConfig to default values.
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@@ -124,106 +104,55 @@ mjrfContext* mjrf_createContext(const mjrFilamentConfig* config);
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// Destroys the filament rendering context.
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void mjrf_destroyContext(mjrfContext* ctx);
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// Describes the look/intention of the final rendered image.
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typedef enum mjrDrawMode_ {
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// Render the scene with default settings for colors and lighting (shading).
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mjDRAW_MODE_DEFAULT,
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// Like mjDRAW_MODE_DEFAULT, but disable textures.
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mjDRAW_MODE_DEFAULT_NO_TEXTURES,
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// Render the scene as a wireframe.
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mjDRAW_MODE_WIREFRAME,
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// Render the scene as a grayscale depth map.
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mjDRAW_MODE_DEPTH,
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// Render each object using its.
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mjDRAW_MODE_ISLANDS,
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// Render each object using its segmentation id.
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mjDRAW_MODE_SEGMENTATION_BY_ID,
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// Render each object with a unique color based on its segmentation id.
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mjDRAW_MODE_SEGMENTATION_BY_COLOR,
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typedef enum mjrDrawMode_ { // how to draw objects in the scene
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mjDRAW_MODE_DEFAULT, // default colors and lighting
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mjDRAW_MODE_DEFAULT_NO_TEXTURES, // default, but without textures
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mjDRAW_MODE_WIREFRAME, // wireframe rendering
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mjDRAW_MODE_DEPTH, // grayscale depth map
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mjDRAW_MODE_ISLANDS, // color objects based on island and sleep state
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mjDRAW_MODE_SEGMENTATION_BY_ID, // color objects based on segmentation id
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mjDRAW_MODE_SEGMENTATION_BY_COLOR, // generate visually distinct colors using segmentation id
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} mjrDrawMode;
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// Parameters describing the camera to use for rendering an image.
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typedef mjvGLCamera mjrCamera;
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// Describes a single rendering operation; used by `mjrf_render()`.
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struct mjrfRenderRequest {
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// The scene to render.
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mjrfScene* scene;
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// The camera from which to render the scene.
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mjrCamera camera;
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// The viewport into which to render the image.
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mjrRect viewport;
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// The render target into which to render the image. If nullptr, the image
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// will be rendered to the window (as previously configured in
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// mjrFilamentConfig::native_window).
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mjrfRenderTarget* target;
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// The method (e.g. Color, Depth, Segmentation, etc.) to use for rendering.
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mjrDrawMode draw_mode;
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// Whether or not to enable post processing; enabled by default.
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mjtBool enable_post_processing;
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// Whether or not to enable reflections; enabled by default.
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mjtBool enable_reflections;
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// Whether or not to enable shadows; enabled by default.
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mjtBool enable_shadows;
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struct mjrfRenderRequest { // a single rendering operation
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mjrfScene* scene; // scene to render
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mjrCamera camera; // camera (viewpoint) from which to render scene
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mjrRect viewport; // viewport (rect area) into which to render
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mjrfRenderTarget* target; // target used for rendering (or nullptr for window rendering)
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int draw_mode; // mjrDrawMode; method to use for drawing objects
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mjtBool enable_post_processing; // enable post processing, enabled by default
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mjtBool enable_reflections; // enable reflections, enabled by default
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mjtBool enable_shadows; // enable shadows, enabled by default
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};
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// Initializes the mjrfRenderRequest to default values.
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void mjrf_defaultRenderRequest(mjrfRenderRequest* request);
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// Information needed to read pixels; used by `mjrf_render()`.
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struct mjrfReadPixelsRequest {
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// The render target from which to read the image pixels.
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mjrfRenderTarget* target;
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// The buffer into which the read pixels will be written.
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void* output;
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// The number of bytes in the output buffer. This should match the size of
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// the render target texture.
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mjtSize num_bytes;
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// Callback when the read pixels operation is complete. This function can
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// optionally be used to free the output buffer if needed.
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mjrfCallback read_completed;
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// User data to pass to the completion callback.
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void* user_data;
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struct mjrfReadPixelsRequest { // a single read operation
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mjrfRenderTarget* target; // render target from which to read the image pixels
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void* output; // buffer into which the pixels will be stored
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mjtSize num_bytes; // size of output buffer
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mjrfCallback read_completed; // callback when read is complete; can use to free output
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void* user_data; // user data for read_completed_callback
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};
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// Initializes the mjrfReadPixelsRequest to default values.
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void mjrf_defaultReadPixelsRequest(mjrfReadPixelsRequest* request);
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// Because rendering is asynchronous, each render request is assigned a
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// unique Handle which can be used to query the status of the request. The
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// Handle can also be used to block until the request is completed.
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typedef std::uint64_t mjrfFrameHandle;
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// Unique handle assigned to each render request; used to block until request is completed or query
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// the status of the request.
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typedef uint64_t mjrfFrameHandle;
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// Submits the given requests for rendering. Because rendering may happen
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// asynchronously, we have to submit both the render and read requests in the
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// same call. This function is also when any callbacks will be triggered,
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// though there is no guarantee on when exactly that will be done.
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// Submits the given requests for rendering. Because rendering happens asynchronously, callers have
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// to submit both the render and read requests in the same call. Multiple requests and reads can be
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// submitted in a single call. These requests will be processed in order, so some care must be
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// taken. Firstly, requests should be grouped by target. Next, the combined area of the viewports
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// for all requests for a given target must be contained within the dimensions of the target itself.
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//
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// Multiple requests and reads can be submitted in a single call. These
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// requests will be processed in order, so some care must be taken. Firstly,
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// requests should be grouped by target. Next, the combined area of the
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// viewports for all requests for a given target must be contained within the
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// dimensions of the target itself.
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mjrfFrameHandle mjrf_render(mjrfContext* ctx, const mjrfRenderRequest* req,
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int nreq, const mjrfReadPixelsRequest* read_req,
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int nread_req);
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// Callbacks will be invoked from within this function, though there is no guarantee on when exactly
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// that will be done.
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mjrfFrameHandle mjrf_render(mjrfContext* ctx, const mjrfRenderRequest* req, int nreq,
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const mjrfReadPixelsRequest* read_req, int nread_req);
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// Waits for all rendering operations to complete for the given frame handle,
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// triggering any callbacks as needed.
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@@ -232,91 +161,48 @@ void mjrf_waitForFrame(mjrfContext* ctx, mjrfFrameHandle frame);
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// Sets the clear color for the renderer.
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void mjrf_setClearColor(mjrfContext* ctx, const float color[3]);
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// Information about a single frame of rendering.
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|
struct mjrfFrameStats {
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|
// The frame rate of the renderer, in frames per second.
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|
|
double frame_rate;
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|
struct mjrfFrameStats { // stats for a single frame of rendering
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|
|
double frame_rate; // frame rate, in frames per second
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|
|
};
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|
// Initializes the mjrFrameStats to default values.
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|
|
void mjrf_defaultFrameStats(mjrfFrameStats* stats);
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|
// Returns the stats for the given frame but updating the given `stats_out`.
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|
void mjrf_getFrameStats(mjrfContext* ctx, mjrfFrameHandle frame,
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|
mjrfFrameStats* stats_out);
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|
void mjrf_getFrameStats(mjrfContext* ctx, mjrfFrameHandle frame, mjrfFrameStats* stats_out);
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|
// ## Textures (mjrfTexture)
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//
|
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|
// A texture is a 2D or 3D (cubemap) image that adds visual detail to a rendered
|
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|
// model, such as color or bumpiness, without increasing geometric complexity.
|
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// A texture is a 2D or 3D (cubemap) image that adds visual detail to a rendered model, such as
|
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// color or bumpiness, without increasing geometric complexity.
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|
//
|
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|
|
// For textures intended to be used for image-based lights (see `mjrfLight`
|
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|
|
|
// below), you should use filament's `cmgen` tool to generate a KTX image from
|
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|
|
// your source image. This tool will calculate additional data (i.e. the
|
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|
|
// spherical harmonics) and encode that information into the KTX file.
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|
|
// For textures intended to be used for image-based lights (see `mjrfLight` below), you should use
|
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|
|
|
// filament's `cmgen` tool to generate a KTX image from your source image. This tool will calculate
|
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|
|
// additional data (i.e. the spherical harmonics) and encode that information into the KTX file.
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// Pixel formats for textures.
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|
typedef enum mjrPixelFormat_ {
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mjPIXEL_FORMAT_UNKNOWN = 0,
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mjPIXEL_FORMAT_R8,
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mjPIXEL_FORMAT_RGB8,
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mjPIXEL_FORMAT_RGBA8,
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mjPIXEL_FORMAT_R32F,
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mjPIXEL_FORMAT_DEPTH32F,
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mjPIXEL_FORMAT_KTX,
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} mjrPixelFormat;
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// Type of texture.
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typedef mjtTexture mjrSamplerType;
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// Type of color space encoding.
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typedef mjtColorSpace mjrColorSpace;
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|
// Defines the basic properties of a texture.
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|
struct mjrfTextureConfig {
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// The width of the texture. For compressed textures (e.g. KTX), this is the
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|
// number of bytes in the compressed data.
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|
int width;
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|
// The height of the texture. For compressed textures (e.g. KTX), this should
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// be 0.
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|
int height;
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|
// How the texture will be interpreted by the renderer (e.g. 2D, cube, etc.).
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|
|
mjrSamplerType sampler_type;
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|
// The format of the pixels in the texture (e.g. RGB8, RGBA8, KTX, etc.)
|
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|
|
mjrPixelFormat format;
|
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|
|
// The color space of the texture (e.g. LINEAR, sRGB, etc.)
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|
|
mjrColorSpace color_space;
|
|
|
|
|
struct mjrfTextureConfig { // parameters for creating a texture (mjrfTexture)
|
|
|
|
|
int width; // texture width; or number of bytes for compressed data (e.g. KTX)
|
|
|
|
|
int height; // texture height; or 0 for compressed data (e.g. KTX)
|
|
|
|
|
int format; // mjrPixelFormat; (e.g. RGB8, RGBA8, KTX, etc.)
|
|
|
|
|
int color_space; // mjrColorSpace; (e.g. LINEAR, sRGB, etc.)
|
|
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|
|
int sampler_type; // mjrSamplerType; texture sampler (e.g. 2D, cube, etc.)
|
|
|
|
|
};
|
|
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|
|
// Initializes the mjrfTextureConfig to default values.
|
|
|
|
|
void mjrf_defaultTextureConfig(mjrfTextureConfig* config);
|
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|
|
// Creates a texture with the given configuration. Note that the texture will
|
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|
|
// not be created on the GPU until `mjrf_setTextureData()` is called.
|
|
|
|
|
// Creates a filament texture. Note that the texture will not be created on the GPU until
|
|
|
|
|
// `mjrf_setTextureData()` is called.
|
|
|
|
|
mjrfTexture* mjrf_createTexture(mjrfContext* ctx, const mjrfTextureConfig* config);
|
|
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|
|
// Destroys the texture.
|
|
|
|
|
void mjrf_destroyTexture(mjrfTexture* texture);
|
|
|
|
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|
|
// The binary data for a texture.
|
|
|
|
|
struct mjrfTextureData {
|
|
|
|
|
// Pointer to the data. If null, an empty texture will be created.
|
|
|
|
|
const void* bytes;
|
|
|
|
|
|
|
|
|
|
// The number of bytes in the image data.
|
|
|
|
|
mjtSize nbytes;
|
|
|
|
|
|
|
|
|
|
// Because rendering may be multithreaded, we cannot make assumptions about
|
|
|
|
|
// when the image data will finish uploading to the GPU. As such, we will use
|
|
|
|
|
// this callback to notify callers when it is safe to free the image data.
|
|
|
|
|
mjrfCallback release;
|
|
|
|
|
|
|
|
|
|
// User data to pass to the release callback.
|
|
|
|
|
void* user_data;
|
|
|
|
|
struct mjrfTextureData { // binary data for a texture (mjrfTexture)
|
|
|
|
|
const void* bytes; // pointer to image data, or nullptr for empty texture
|
|
|
|
|
mjtSize nbytes; // number of bytes in the image data
|
|
|
|
|
mjrfCallback release; // callback when data has finished uploading
|
|
|
|
|
void* user_data; // user data for release callback
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Initializes the mjrfTextureData to default values.
|
|
|
|
@@ -331,123 +217,48 @@ int mjrf_getTextureWidth(const mjrfTexture* texture);
|
|
|
|
|
// Returns the height of the texture.
|
|
|
|
|
int mjrf_getTextureHeight(const mjrfTexture* texture);
|
|
|
|
|
|
|
|
|
|
// Returns the target type of the texture.
|
|
|
|
|
mjrSamplerType mjrf_getSamplerType(const mjrfTexture* texture);
|
|
|
|
|
// Returns the sampler type (mjrSamplerType) used by the texture.
|
|
|
|
|
int mjrf_getSamplerType(const mjrfTexture* texture);
|
|
|
|
|
|
|
|
|
|
// ## Meshes (mjrfMesh)
|
|
|
|
|
//
|
|
|
|
|
// A mesh describes the surface geometry of an object to be rendered. It is
|
|
|
|
|
// defined as a collection of vertices (i.e. a VertexBuffer), a set of indices
|
|
|
|
|
// (i.e. an IndexBuffer) that describes the order in which the vertices should
|
|
|
|
|
// be processed, and a primitive type that defined how the vertices are to be
|
|
|
|
|
// interpreted (e.g. triangles, lines, etc.) when rendering the surface.
|
|
|
|
|
// A mesh describes the surface geometry of an object to be rendered. It is defined as a collection
|
|
|
|
|
// of vertices (i.e. a VertexBuffer), a set of indices (i.e. an IndexBuffer) that describes the
|
|
|
|
|
// order in which the vertices should be processed, and a primitive type that defined how the
|
|
|
|
|
// vertices are to be interpreted (e.g. triangles, lines, etc.) when rendering the surface.
|
|
|
|
|
//
|
|
|
|
|
// Filament does not directly support normals. Instead, it encodes the normal,
|
|
|
|
|
// tangen, and bitangent into a 4-component quaternion describing the
|
|
|
|
|
// "orientation" of the vertex. Ideally, you should preprocess your assets
|
|
|
|
|
// to generate this data offline, but we will compute it on the fly if needed
|
|
|
|
|
// (at a performance cost).
|
|
|
|
|
// Filament does not directly support normals. Instead, it encodes the normal, tangent, and
|
|
|
|
|
// bitangent into a 4-component quaternion describing the "orientation" of the vertex. Ideally, you
|
|
|
|
|
// should preprocess your assets to generate this data offline, but we will compute it on the fly if
|
|
|
|
|
// needed (at a performance cost).
|
|
|
|
|
//
|
|
|
|
|
// We also suggest precomputing the bounds of the mesh, otherwise we will also
|
|
|
|
|
// compute it on the fly.
|
|
|
|
|
|
|
|
|
|
// The usage/purpose of an attribute of a vertex.
|
|
|
|
|
typedef enum mjrVertexAttributeUsage_ {
|
|
|
|
|
mjVERTEX_ATTRIBUTE_USAGE_POSITION = 0,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_USAGE_NORMAL,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_USAGE_TANGENTS,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_USAGE_UV,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_USAGE_COLOR,
|
|
|
|
|
} mjrVertexAttributeUsage;
|
|
|
|
|
|
|
|
|
|
// The data format of an attribute of a vertex.
|
|
|
|
|
typedef enum mjrVertexAttributeType_ {
|
|
|
|
|
mjVERTEX_ATTRIBUTE_TYPE_FLOAT2 = 0,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_TYPE_FLOAT3,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_TYPE_FLOAT4,
|
|
|
|
|
mjVERTEX_ATTRIBUTE_TYPE_UBYTE4,
|
|
|
|
|
} mjrVertexAttributeType;
|
|
|
|
|
|
|
|
|
|
// The type of data stored in an index buffer.
|
|
|
|
|
typedef enum mjrIndexType_ {
|
|
|
|
|
mjINDEX_TYPE_U16 = 0,
|
|
|
|
|
mjINDEX_TYPE_U32,
|
|
|
|
|
} mjrIndexType;
|
|
|
|
|
|
|
|
|
|
// The type of primitive to be drawn by vertex data.
|
|
|
|
|
typedef enum mjrMeshPrimitiveType_ {
|
|
|
|
|
mjMESH_PRIMITIVE_TYPE_TRIANGLES = 0,
|
|
|
|
|
mjMESH_PRIMITIVE_TYPE_LINES,
|
|
|
|
|
} mjrMeshPrimitiveType;
|
|
|
|
|
|
|
|
|
|
// Information about a single attribute of a vertex.
|
|
|
|
|
struct mjrVertexAttribute {
|
|
|
|
|
// The data for the attribute.
|
|
|
|
|
const void* bytes;
|
|
|
|
|
|
|
|
|
|
// The usage/purpose of the attribute.
|
|
|
|
|
mjrVertexAttributeUsage usage;
|
|
|
|
|
|
|
|
|
|
// The data format of the attribute.
|
|
|
|
|
mjrVertexAttributeType type;
|
|
|
|
|
};
|
|
|
|
|
// Vertex data may or may not be interleaved. Interleaved data assumes that the attributes are
|
|
|
|
|
// packed in the order specified in the attributes array, with no padding in-between. Additionally,
|
|
|
|
|
// the `data` pointer for each attribute is assumed to point to the first element of that type. For
|
|
|
|
|
// non-interleaved data, each attribute is assumed to be stored in a separate array.
|
|
|
|
|
//
|
|
|
|
|
// Additionally, the bounds of the mesh should be computed in order to allow the filament renderer
|
|
|
|
|
// to perform frustum-based culling. Alternatively, the bounds can be computed at runtime (though
|
|
|
|
|
// there is a small performance cost). If no bounds are provided (or calculated), then frustum
|
|
|
|
|
// culling will not be performed.
|
|
|
|
|
|
|
|
|
|
// Maximum number of vertex attributes in a mesh.
|
|
|
|
|
enum { mjMAX_VERTEX_ATTRIBUTES = 16 };
|
|
|
|
|
|
|
|
|
|
// The binary contents of a mesh.
|
|
|
|
|
struct mjrfMeshData {
|
|
|
|
|
// The number of vertices in the mesh. Each of the vertex arrays below is
|
|
|
|
|
// assumed to have this number of elements.
|
|
|
|
|
mjtSize nvertices;
|
|
|
|
|
|
|
|
|
|
// The number of attributes for each vertex in the mesh.
|
|
|
|
|
int nattributes;
|
|
|
|
|
|
|
|
|
|
// Information about each attribute of a vertex in the mesh. See `interleaved`
|
|
|
|
|
// for more details.
|
|
|
|
|
mjrVertexAttribute attributes[mjMAX_VERTEX_ATTRIBUTES];
|
|
|
|
|
|
|
|
|
|
// Whether the vertex attributes are interleaved or not.
|
|
|
|
|
//
|
|
|
|
|
// If true, assumes that the attributes are packed in the order specified in
|
|
|
|
|
// the attributes array, with no padding in-between. Additionally, the
|
|
|
|
|
// `data` pointer for each attribute is assumed to point to the first element
|
|
|
|
|
// of that type.
|
|
|
|
|
//
|
|
|
|
|
// If false, assume each attribute is stored in a separate array as defined
|
|
|
|
|
// by the `data` field of the attribute.
|
|
|
|
|
mjtBool interleaved;
|
|
|
|
|
|
|
|
|
|
// The number of indices in the mesh. The indices array is assumed to have
|
|
|
|
|
// this number of elements.
|
|
|
|
|
mjtSize nindices;
|
|
|
|
|
|
|
|
|
|
// The indices of the mesh, stored as either ushort or uint depending on the
|
|
|
|
|
// index type.
|
|
|
|
|
const void* indices;
|
|
|
|
|
|
|
|
|
|
// The type of data stored in the indices array.
|
|
|
|
|
mjrIndexType index_type;
|
|
|
|
|
|
|
|
|
|
// The type of primitive to be drawn by vertex data.
|
|
|
|
|
mjrMeshPrimitiveType primitive_type;
|
|
|
|
|
|
|
|
|
|
// Whether to compute the bounds of the mesh using the vertex positions.
|
|
|
|
|
mjtBool compute_bounds;
|
|
|
|
|
|
|
|
|
|
// The bounds of the mesh. If bounds_min == bounds_max, then we assume that
|
|
|
|
|
// that the bounds are not set (i.e. the bounds is empty).
|
|
|
|
|
float bounds_min[3];
|
|
|
|
|
struct mjrfMeshData { // binary data for a mesh (mjrfMesh)
|
|
|
|
|
mjtSize nvertices; // number of vertices; all vertex attributes share this size
|
|
|
|
|
int nattributes; // number of attributes defined
|
|
|
|
|
mjrVertexAttribute attributes[mjMAX_VERTEX_ATTRIBUTES]; // per-vertex attribute information
|
|
|
|
|
mjtBool interleaved; // true if vertex attributes are interleaved
|
|
|
|
|
mjtSize nindices; // number of indices
|
|
|
|
|
const void* indices; // indices data array
|
|
|
|
|
int index_type; // mjrIndexType; (e.g. UINT16 or UINT32)
|
|
|
|
|
int primitive_type; // mjrMeshPrimitiveType; (e.g. TRIANGLES, etc.)
|
|
|
|
|
mjtBool compute_bounds; // if true, compute bounds from vertex positions
|
|
|
|
|
float bounds_min[3]; // min/max bounds; assume unset if bounds_min == bounds_max
|
|
|
|
|
float bounds_max[3];
|
|
|
|
|
|
|
|
|
|
// Because rendering may be multithreaded, we cannot make assumptions about
|
|
|
|
|
// when the mesh data will finish uploading to the GPU. As such, we will use
|
|
|
|
|
// this callback to notify callers when it is safe to free the mesh data.
|
|
|
|
|
mjrfCallback release;
|
|
|
|
|
|
|
|
|
|
// User data to pass to the release callback.
|
|
|
|
|
void* user_data;
|
|
|
|
|
mjrfCallback release; // callback when data has finished uploading
|
|
|
|
|
void* user_data; // user data for release callback
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Initializes the mjrfMeshData to default values.
|
|
|
|
@@ -461,12 +272,10 @@ void mjrf_destroyMesh(mjrfMesh* mesh);
|
|
|
|
|
|
|
|
|
|
// ## Scenes (mjrfScene)
|
|
|
|
|
//
|
|
|
|
|
// A scene is a collection of entities (Lights and Renderables) that defines
|
|
|
|
|
// what is to be rendered. It also specifies the various effects that are to be
|
|
|
|
|
// applied to the rendering (e.g. shadows, reflections, post-processing, etc.)
|
|
|
|
|
// A scene is a collection of entities (Lights and Renderables) that describes what is to be
|
|
|
|
|
// rendered.
|
|
|
|
|
|
|
|
|
|
// Configuration parameters for a Scene.
|
|
|
|
|
struct mjrfSceneParams {
|
|
|
|
|
struct mjrfSceneParams { // parameters for creating a scene (mjrfScene)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Initializes the mjrfSceneParams to default values.
|
|
|
|
@@ -498,58 +307,32 @@ void mjrf_configureSceneFromModel(mjrfScene* scene, const mjModel* model);
|
|
|
|
|
|
|
|
|
|
// ## Lights (mjrfLight)
|
|
|
|
|
//
|
|
|
|
|
// A light is a source of illumination in the scene. (Without lights, a scene
|
|
|
|
|
// will be completely black.) There are several different types of lights such
|
|
|
|
|
// as directional, spot, point, and image lights.
|
|
|
|
|
// A light is a source of illumination in the scene. (Without lights, a scene will be completely
|
|
|
|
|
// black.) There are several different types of lights such as directional, spot, point, and image
|
|
|
|
|
// lights.
|
|
|
|
|
//
|
|
|
|
|
// The primary light in a scene is the image light (also sometimes known as the
|
|
|
|
|
// environment light). This is a light that "surrounds" the entire scene and
|
|
|
|
|
// is defined as a 3D texture. Each "pixel" of the cubemap is interpreted as the
|
|
|
|
|
// color of projected into the scene from a particular direction.
|
|
|
|
|
// The primary light in a scene is the image light (also sometimes known as the environment light).
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// This is a light that "surrounds" the entire scene and is defined as a 3D texture. Each "pixel" of
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// the cubemap is interpreted as the color of projected into the scene from a particular direction.
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//
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// Directional lights are the next most common type of light and is usually
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// used to simulate the sun; a uniformly colored light that is emitted in a
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// single direction.
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// Directional lights are the next most common type of light and is usually used to simulate the
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// sun; a uniformly colored light that is emitted in a single direction.
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//
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// Filament only supports a single image and directional light. You can define
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// as many point or spot lights as you want. Each light source (except image
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// based lights) may or may not cast shadows. Each shadow-casting light incurs a
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// performance cost.
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// Filament only supports a single image and directional light. You can define as many point or spot
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// lights as you want. Each light source (except image based lights) may or may not cast shadows.
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// Each shadow-casting light incurs a performance cost.
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// The type of light (spot, directional, image, etc.).
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typedef mjtLightType mjrLightType;
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// Configuration parameters for a light.
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struct mjrfLightParams {
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// The type of light (e.g. spot, point, directional, etc.)
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mjrLightType type;
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// The texture to use for image lights.
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const mjrfTexture* texture;
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// The color of the light.
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float color[3];
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// The intensity of the light, in candela.
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float intensity;
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// Whether or not the light casts shadows.
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mjtBool cast_shadows;
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// The range/distance in which the light is effective, in meters.
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float range;
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// The angle of the spot light cone, in degrees.
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float spot_cone_angle;
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// The radius of the bulb used for soft shadows.
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float bulb_radius;
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// The size of the shadow map.
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int shadow_map_size;
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// Blur width for EL VSM.
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float vsm_blur_width;
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struct mjrfLightParams { // parameters for creating a light (mjrfLight)
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int type; // mjrLightType; type of light (e.g. spot, point, image, etc.)
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const mjrfTexture* texture; // texture; only for image lights
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float color[3]; // RGB color
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float intensity; // light intensity, in candela
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mjtBool cast_shadows; // if true, cast shadows
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float range; // effective range of light, in meters
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float spot_cone_angle; // spot light cone angle, in degrees
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int shadow_map_size; // size of shadow map texture, 0 to use default size
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float bulb_radius; // bulb radius, used for soft shadows
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float vsm_blur_width; // variance shadow map blur width
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};
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// Initializes the mjrfLightParams to default values.
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@@ -571,195 +354,121 @@ void mjrf_setLightIntensity(mjrfLight* light, float intensity);
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void mjrf_setLightColor(mjrfLight* light, const float color[3]);
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// Sets the position and direction of the light.
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void mjrf_setLightTransform(mjrfLight* light, const float position[3],
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const float direction[3]);
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void mjrf_setLightTransform(mjrfLight* light, const float position[3], const float direction[3]);
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// Returns the type of the light.
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mjrLightType mjrf_getLightType(const mjrfLight* light);
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// Returns the type of the light (mjrLightType).
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int mjrf_getLightType(const mjrfLight* light);
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// ## Renderables (mjrfRenderable)
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//
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// A renderable is a single drawable object in the scene. It is defined as a
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// combination of a mesh (i.e. surface geometry) and a material (i.e. surface
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// appearance and properties).
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// A renderable is a single drawable object in the scene. It is defined as a combination of a mesh
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// (i.e. surface geometry) and a material (i.e. surface appearance and properties).
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//
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// In terms of materials, there are three lighting models currently supported:
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//
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// 1. Metallic-roughness (PBR): this is the preferred model for rendering
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// models based standard metallic-roughness workflows.
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// 2. Specular-glossiness (non-PBR): this is a legacy model designed to be
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// compatible with classic mjr renderer, though it is not 100% identical.
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// 3. Unlit: this model ignores lighting and used for rendering UX or decorative
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// elements like contact forces and labels.
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// 1. Metallic-roughness (PBR): this is the preferred model for rendering models based standard
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// metallic-roughness workflows.
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// 2. Specular-glossiness (non-PBR): this is a legacy model designed to be compatible with classic
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// mjr renderer, though it is not 100% identical.
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// 3. Unlit: this model ignores lighting and used for rendering UX or decorative elements like
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// contact forces and labels.
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//
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// Which lighting model is used is determined by the mjrfMaterial properties.
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// The material to be applied to a renderable.
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struct mjrfMaterial {
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// The color of the object. Defaults to white.
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float color[4];
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// The ID to use for segmentation rendering. These IDs will be mapped to a
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// RGB8 color, so only the first 24 bits are used.
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|
int32_t segmentation_id;
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// The island ID and sleep state.
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|
int32_t island_id;
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mjtSleepState sleep_state;
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// Applies an addition scale to the UV coordinates of the object. Defaults to
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// (1, 1, 1).
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|
|
float uv_scale[3];
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|
// Applies an offset to the UV coordinates of the object. Defaults to (0, 0,
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|
// 0).
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|
float uv_offset[3];
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// Applies a scissor test to the object.
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|
|
float scissor[4];
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// Factors for PBR metallic-roughness materials.
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|
float metallic;
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|
float roughness;
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// Factors for (non-PBR) specular-glossiness materials.
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float specular;
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float glossiness;
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// The emissive (glow) factor of the object.
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|
|
float emissive;
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// The blend factor to use for reflective surfaces. A value of 1.0 means that
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// the surface is fully reflective (i.e. a mirror).
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|
|
float reflectance;
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// If true, does not apply any lighting to the object. Assumes the object is
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|
// used for UX or decorative elements like contact forces and labels.
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|
|
mjtBool decor_ux;
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|
// If true, renders the object such that it appears "selected" for the
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|
|
// purposes of UX visualization.
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|
|
mjtBool selected;
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|
|
// The texture containing the base color of the object.
|
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|
|
const mjrfTexture* color_texture;
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|
|
// The texture containing the opacity of the object.
|
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|
|
const mjrfTexture* opacity_texture;
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|
|
// The normal map of the object.
|
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|
|
const mjrfTexture* normal_texture;
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|
|
// The metallic map of the object.
|
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|
|
const mjrfTexture* metallic_texture;
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|
|
// The roughness map of the object.
|
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|
|
const mjrfTexture* roughness_texture;
|
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|
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|
|
// The occlusion map of the object.
|
|
|
|
|
const mjrfTexture* occlusion_texture;
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|
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|
|
// A texture containing the occlusion, roughness, and metallic maps packed
|
|
|
|
|
// into the R, G, B channels, respectively.
|
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|
|
const mjrfTexture* orm_texture;
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|
|
// An emissive texture for the object.
|
|
|
|
|
const mjrfTexture* emissive_texture;
|
|
|
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|
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|
|
// The reflection texture to use for the object. For internal use only.
|
|
|
|
|
const mjrfTexture* reflection_texture;
|
|
|
|
|
struct mjrfMaterial { // material properties for a renderable (mjrfMaterial)
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|
|
|
|
float color[4]; // object color; defaults to white
|
|
|
|
|
int32_t segmentation_id; // ID for segmentation rendering; maps to RGB8 color (i.e. 24 bits)
|
|
|
|
|
int32_t island_id; // ID to which the renderable belongs
|
|
|
|
|
int sleep_state; // mjtSleepState; sleep state of the renderable
|
|
|
|
|
float uv_scale[3]; // scale applied to UV coordinates; defaults to (1,1,1)
|
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|
|
|
float uv_offset[3]; // offset applied to UV coordinates; defaults to (0,0,0)
|
|
|
|
|
float scissor[4]; // if non-zero, applies scissor testing when rendering
|
|
|
|
|
float metallic; // metallic factory [0, 1]; disabled if < 0
|
|
|
|
|
float roughness; // roughness factor [0, 1]; disabled if < 0
|
|
|
|
|
float specular; // specular factor [0, 1]; disabled if < 0
|
|
|
|
|
float glossiness; // glossiness factor [0, 1]; disabled if < 0
|
|
|
|
|
float emissive; // emissive/glow factor [0, 1]; disabled if < 0
|
|
|
|
|
float reflectance; // blend factor for reflective surfaces [0, 1]; applies only to planes
|
|
|
|
|
mjtBool decor_ux; // for ux elements, does not apply any lighting
|
|
|
|
|
mjtBool selected; // for "selected" ux elements, adds additional styling
|
|
|
|
|
const mjrfTexture* color_texture; // color/albedo texture (RGB8)
|
|
|
|
|
const mjrfTexture* opacity_texture; // opacity texture (A8)
|
|
|
|
|
const mjrfTexture* normal_texture; // normal map texture (RGB8)
|
|
|
|
|
const mjrfTexture* metallic_texture; // metallic map texture (R8)
|
|
|
|
|
const mjrfTexture* roughness_texture; // roughness map texture (R8)
|
|
|
|
|
const mjrfTexture* occlusion_texture; // ambient occlusion texture (R8)
|
|
|
|
|
const mjrfTexture* orm_texture; // occlusion/roughness/metallic texture (RGB8)
|
|
|
|
|
const mjrfTexture* emissive_texture; // emissive texture (RGB8)
|
|
|
|
|
const mjrfTexture* reflection_texture; // reflection texture, for internal use only
|
|
|
|
|
};
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|
|
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|
|
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|
|
// Initializes the mjrfMaterial to default values.
|
|
|
|
|
void mjrf_defaultMaterial(mjrfMaterial* material);
|
|
|
|
|
|
|
|
|
|
// Configuration parameters for a Renderable.
|
|
|
|
|
struct mjrfRenderableParams {
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|
|
|
|
// Whether or not the Renderable casts shadows.
|
|
|
|
|
mjtBool cast_shadows;
|
|
|
|
|
|
|
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|
|
// Whether or not the Renderable receives shadows.
|
|
|
|
|
mjtBool receive_shadows;
|
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|
|
|
|
|
|
|
|
// Similar to priority, but provides finer-grained control for Renderables
|
|
|
|
|
// with transparency; defaults to 0.
|
|
|
|
|
uint16_t blend_order;
|
|
|
|
|
struct mjrfRenderableParams { // parameters for creating a renderable (mjrfRenderable)
|
|
|
|
|
mjtBool cast_shadows; // if true, casts shadows
|
|
|
|
|
mjtBool receive_shadows; // if true, receives shadows
|
|
|
|
|
uint16_t blend_order; // controls draw order for transparent objects [0, 8]
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|
|
};
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|
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|
|
// Initializes the mjrfRenderableParams to default values.
|
|
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|
|
void mjrf_defaultRenderableParams(mjrfRenderableParams* params);
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|
|
// Creates a renderable with the given parameters.
|
|
|
|
|
mjrfRenderable* mjrf_createRenderable(mjrfContext* ctx,
|
|
|
|
|
const mjrfRenderableParams* params);
|
|
|
|
|
mjrfRenderable* mjrf_createRenderable(mjrfContext* ctx, const mjrfRenderableParams* params);
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|
|
// Destroys the renderable.
|
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|
|
|
void mjrf_destroyRenderable(mjrfRenderable* renderable);
|
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|
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|
|
// Sets the mesh of the renderable.
|
|
|
|
|
void mjrf_setRenderableMesh(mjrfRenderable* renderable, const mjrfMesh* mesh,
|
|
|
|
|
int elem_offset, int elem_count);
|
|
|
|
|
void mjrf_setRenderableMesh(mjrfRenderable* renderable, const mjrfMesh* mesh, int elem_offset,
|
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|
|
|
int elem_count);
|
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|
|
|
|
|
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|
|
// Sets the mesh of the renderable to a built-in mesh based on the geom type.
|
|
|
|
|
// Note: using the same parameters (nstack, nslice, nquad) will have better
|
|
|
|
|
// performance as the internal mesh data can be shared across renderables.
|
|
|
|
|
void mjrf_setRenderableGeomMesh(mjrfRenderable* renderable, mjtGeom type,
|
|
|
|
|
int nstack, int nslice, int nquad);
|
|
|
|
|
// Sets the mesh of the renderable to a built-in mesh based on the geom type. Note: using the same
|
|
|
|
|
// parameters (nstack, nslice, nquad) will have better performance as the internal mesh data can be
|
|
|
|
|
// shared across renderables.
|
|
|
|
|
void mjrf_setRenderableGeomMesh(mjrfRenderable* renderable, mjtGeom type, int nstack, int nslice,
|
|
|
|
|
int nquad);
|
|
|
|
|
|
|
|
|
|
// Sets the material properties and textures of the renderable.
|
|
|
|
|
void mjrf_setRenderableMaterial(mjrfRenderable* renderable,
|
|
|
|
|
const mjrfMaterial* material);
|
|
|
|
|
void mjrf_setRenderableMaterial(mjrfRenderable* renderable, const mjrfMaterial* material);
|
|
|
|
|
|
|
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|
|
// Copies the material properties of the renderable into the given mjrfMaterial.
|
|
|
|
|
void mjrf_getRenderableMaterial(mjrfRenderable* renderable,
|
|
|
|
|
mjrfMaterial* material);
|
|
|
|
|
void mjrf_getRenderableMaterial(mjrfRenderable* renderable, mjrfMaterial* material);
|
|
|
|
|
|
|
|
|
|
// Sets the transform position and rotation of the renderable.
|
|
|
|
|
void mjrf_setRenderableTransform(mjrfRenderable* renderable,
|
|
|
|
|
const float position[3],
|
|
|
|
|
void mjrf_setRenderableTransform(mjrfRenderable* renderable, const float position[3],
|
|
|
|
|
const float rotation[9]);
|
|
|
|
|
|
|
|
|
|
// Sets the size of the renderable. Note that, for most renderables, this is
|
|
|
|
|
// equivalent to setting the scale. However, for some geom-based renderables,
|
|
|
|
|
// the size scale is not applied uniformly (e.g. the spherical ends of a
|
|
|
|
|
// capsule are scaled such that they always remain spherical).
|
|
|
|
|
// Sets the size of the renderable. Note that, for most renderables, this is equivalent to setting
|
|
|
|
|
// the scale. However, for some geom-based renderables, the size scale is not applied uniformly
|
|
|
|
|
// (e.g. the spherical ends of a capsule are scaled such that they always remain spherical).
|
|
|
|
|
void mjrf_setRenderableSize(mjrfRenderable* renderable, const float size[3]);
|
|
|
|
|
|
|
|
|
|
// ## Render Targets (mjrfRenderTarget)
|
|
|
|
|
//
|
|
|
|
|
// A render target is a memory buffer that holds the results of a rendering
|
|
|
|
|
// operation. (This is an alternative to rendering directly to the screen.)
|
|
|
|
|
// See mjrf_render for more details.
|
|
|
|
|
// A render target is a memory buffer that holds the results of a rendering operation. (This is an
|
|
|
|
|
// alternative to rendering directly to the screen.) See mjrf_render for more details.
|
|
|
|
|
|
|
|
|
|
// Defines the basic properties of a render target.
|
|
|
|
|
struct mjrfRenderTargetConfig {
|
|
|
|
|
// The width of the render target.
|
|
|
|
|
int width;
|
|
|
|
|
|
|
|
|
|
// The height of the render target.
|
|
|
|
|
int height;
|
|
|
|
|
|
|
|
|
|
// The format of the color buffer in the render target.
|
|
|
|
|
mjrPixelFormat color_format;
|
|
|
|
|
|
|
|
|
|
// The format of the depth buffer in the render target.
|
|
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mjrPixelFormat depth_format;
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struct mjrfRenderTargetConfig { // parameters for creating a render target (mjrfRenderTarget)
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int width; // texture width
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int height; // texture height
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int color_format; // mjrPixelFormat; pixel format for color buffer
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int depth_format; // mjrPixelFormat; pixel format for depth buffer
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};
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// Initializes the RenderTargetConfig to default values.
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void mjrf_defaultRenderTargetConfig(mjrfRenderTargetConfig* config);
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// Creates a render target for the filament renderer.
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mjrfRenderTarget* mjrf_createRenderTarget(mjrfContext* ctx,
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const mjrfRenderTargetConfig* config);
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mjrfRenderTarget* mjrf_createRenderTarget(mjrfContext* ctx, const mjrfRenderTargetConfig* config);
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// Destroys the render target.
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void mjrf_destroyRenderTarget(mjrfRenderTarget* render_target);
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// ## Debug-only functions.
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// Draws an ImGui editor for the given scene, exposing filament-specific
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// settings.
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// Draws an ImGui editor for the given scene, exposing filament-specific settings.
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void mjrf_DEBUG_drawImguiEditor(mjrfScene* scene);
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#if defined(__cplusplus)
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