Format header to conform to style guide.

Also moves some types to the mjrender.h header.

PiperOrigin-RevId: 929189125
Change-Id: I19e5598210898c0defb663c60d7ecfb9a19bcd38
This commit is contained in:
Haroon Qureshi
2026-06-09 07:42:23 -07:00
committed by Copybara-Service
parent 991c131d59
commit e6e5229126
17 changed files with 549 additions and 521 deletions
@@ -191,4 +191,8 @@ void Light::Disable() {
}
}
mjtLightType Light::GetType() const {
return static_cast<mjtLightType>(params_.type);
}
} // namespace mujoco
+1 -1
View File
@@ -51,7 +51,7 @@ class Light : public mjrfLight {
void SetIntensity(float intensity);
// Returns the type of the light.
mjtLightType GetType() const { return params_.type; }
mjtLightType GetType() const;
// Enables/disables the light in the scene.
void Enable();
@@ -322,7 +322,8 @@ void Renderable::Prepare(std::span<const mjrfRenderRequest*> requests,
const Mesh* mesh = !parts_.empty() ? parts_[0].mesh : nullptr;
draw_state.material_key = material_mgr_->PrepareMaterialInstance(
material, request->draw_mode, geom_type_, mesh);
material, static_cast<mjrDrawMode>(request->draw_mode), geom_type_,
mesh);
draw_queue_.push_back(draw_state);
}
}
@@ -243,4 +243,8 @@ void Texture::ReleaseData() {
}
}
mjrSamplerType Texture::GetSamplerType() const {
return static_cast<mjrSamplerType>(config_.sampler_type);
}
} // namespace mujoco
+1 -1
View File
@@ -52,7 +52,7 @@ class Texture : public mjrfTexture {
int GetHeight() const { return config_.height; }
// Returns the target of the texture.
mjrSamplerType GetSamplerType() const { return config_.sampler_type; }
mjrSamplerType GetSamplerType() const;
// Returns the underlying filament texture.
filament::Texture* GetFilamentTexture() const { return texture_; }
@@ -192,7 +192,7 @@ int mjrf_getTextureHeight(const mjrfTexture* texture) {
return mujoco::Texture::downcast(texture)->GetHeight();
}
mjrSamplerType mjrf_getSamplerType(const mjrfTexture* texture) {
int mjrf_getSamplerType(const mjrfTexture* texture) {
return mujoco::Texture::downcast(texture)->GetSamplerType();
}
@@ -219,7 +219,7 @@ void mjrf_setLightTransform(mjrfLight* light, const float position[3],
{direction[0], direction[1], direction[2]});
}
mjrLightType mjrf_getLightType(const mjrfLight* light) {
int mjrf_getLightType(const mjrfLight* light) {
return mujoco::Light::downcast(light)->GetType();
}
@@ -19,44 +19,37 @@
#include <mujoco/mjmodel.h>
#include <mujoco/mjrender.h>
#include <mujoco/mjvisualize.h>
#include <mujoco/mujoco.h>
#if defined(__cplusplus)
extern "C" {
#endif
// IMPORTANT: This API should still be considered experimental and is likely
// change frequently.
// IMPORTANT: This API should still be considered experimental and is likely change frequently.
// This library provides a C API for the filament rendering library
// (https://github.com/google/filament) that is designed to work with the
// MuJoCo library for visualizing simulations.
// This library provides a C API for the filament rendering library (github.com/google/filament)
// that is designed to work with the MuJoCo library for visualizing simulations.
//
// The filament renderer is a real-time physically based rendering (PBR) engine
// developed by Google. It is designed to be as small as possible and as
// efficient as possible, while still providing high-quality results. It works
// across all major platforms (Linux, Windows, macOS, Android, iOS, Web) and
// supports OpenGL, Vulkan, and Metal.
// The filament renderer is a real-time physically based rendering (PBR) engine developed by Google.
// It is designed to be as small as possible and as efficient as possible, while still providing
// high-quality results. It works across all major platforms (Linux, Windows, macOS, Android, iOS,
// Web) and supports OpenGL, Vulkan, and Metal.
//
// For the purposes of this API, we assume the reader has a basic understanding
// of rendering concepts (e.g. textures, vertices, cameras, framebuffers, etc.).
// We will also highlight some of the key differences between this renderer and
// the legacy/classic MuJoCo (mjr) renderer.
// For the purposes of this API, we assume the reader has a basic understanding of rendering
// concepts (e.g. textures, vertices, cameras, framebuffers, etc.). We will also highlight some of
// the key differences between this renderer and the legacy/classic MuJoCo (mjr) renderer.
//
// ## API Overview
//
// There are seven key components: Context, Texture, Mesh, Scene, Light,
// Renderable, and RenderTarget. We'll describe these in detail further below.
// There are seven key components: Context, Texture, Mesh, Scene, Light, Renderable, and
// RenderTarget. We'll describe these in detail further below.
//
// Each object is created using a `create` function and destroyed using a
// `destroy` function, e.g. `mjrf_createTexture` and `mjrf_destroyTexture`.
// The `create` functions accept a pointer to a configuration struct (e.g.
// `mjrTextureConfig`) which describes the parameters for the object to be
// created. Each of these structs has a corresponding `default` function (e.g.
// `mjr_defaultTextureConfig`) which can be used to initialize the struct to
// default values. Default values are assumed to be 0/NULL unless otherwise
// specified.
// Each object is created using a `create` function and destroyed using a `destroy` function, e.g.
// `mjrf_createTexture` and `mjrf_destroyTexture`. The `create` functions accept a pointer to a
// configuration struct (e.g. `mjrTextureConfig`) which describes the parameters for the object to
// be created. Each of these structs has a corresponding `default` function (e.g.
// `mjrf_defaultTextureConfig`) which can be used to initialize the struct to default values. Default
// values are assumed to be 0/NULL unless otherwise specified.
//
// For now, we'll just define opaque handles for each of our components.
struct mjrfContext {};
@@ -67,52 +60,39 @@ struct mjrfLight {};
struct mjrfRenderable {};
struct mjrfRenderTarget {};
// ## Rendering Context (mjrfContext)
//
// The Context is the main entry point for the library. It manages all the core filament objects
// that are responsible for the rendering of an image.
//
// All other objects (e.g. Textures, Meshes, Scenes, etc.) need a Context in order to be created.
// Otherwise, the main function to use with the Context is `mjrf_render()` which does the actual
// rendering.
//
// Filament uses a separate thread for doing the actual rendering. However, despite that, this API
// is not thread-safe; calls are expected to be made from a single thread. Also, due to the
// asynchronous nature of filament, some APIs provide handles or callbacks to signal when an
// operation is complete. (Note: for WASM builds, filament does not use a separate thread.)
//
// There are two key differences between the mjrfContext and the classic mjrContext. Firstly, the
// filament context will manage the underlying graphics context itself. This means users do not need
// to initialize EGL or similar libraries beforehand. Secondly, the filament context is independent
// of a MuJoCo model. That means you can use a single mjrfContext to render images for multiple
// models.
// Callback function type for rendering operations.
typedef void (*mjrfCallback)(void* user_data);
// ## Rendering Context (mjrfContext)
//
// The Context is the main entry point for the library. It manages all the
// core filament objects that are responsible for the rendering of an image.
//
// Filament uses a separate thread for doing the actual rendering. However,
// despite that, this API is not thread-safe; calls are expected to be made
// from a single thread. Also, due to the asynchronous nature of filament,
// some APIs provide handles or callbacks to signal when an operation is
// complete. (Note: for WASM builds, filament does not use a separate thread.)
//
// All other objects (e.g. Textures, Meshes, Scenes, etc.) need a Context in
// order to be created. Otherwise, the main function to use with the Context is
// `mjrf_render()` which does the actual rendering.
//
// There are two key differences between the mjrfContext and the classic
// mjrContext. Firstly, the filament context will manage the underlying graphics
// context itself. This means users do not need to initialize EGL or similar
// libraries beforehand. Secondly, the filament context is independent of a
// MuJoCo model. That means you can use a single mjrfContext to render images
// for multiple models.
// Underlying graphics API library to use for the Context.
typedef enum mjrGraphicsApi_ {
// Default, based on current platform.
mjGRAPHICS_API_DEFAULT = 0,
// OpenGL (desktop), GLES (mobile), WebGL (web)
mjGRAPHICS_API_OPENGL,
// Vulkan
mjGRAPHICS_API_VULKAN,
typedef enum mjrGraphicsApi_ { // underlying graphics API to use for rendering
mjGRAPHICS_API_DEFAULT = 0, // default (platform-dependent)
mjGRAPHICS_API_OPENGL, // desktop, mobile (GLES), web (WebGL)
mjGRAPHICS_API_VULKAN, // vulkan
} mjrGraphicsApi;
// Configuration parameters for the filament rendering context.
struct mjrFilamentConfig {
// The native window handle into which we can render directly. If nullptr,
// rendering will be done to an offscreen framebuffer.
void* native_window;
// The backend graphics API to use.
mjrGraphicsApi graphics_api;
// Use software rendering even if the platform supports hardware rendering.
mjtBool force_software_rendering;
struct mjrFilamentConfig { // parameters for creating filament context (mjrfContext)
int graphics_api; // mjrGraphicsApi; rendering graphics API
mjtBool force_software_rendering; // force backend to use software rendering
void* native_window; // platform-dependent window handle (or nullptr for windowless)
};
// Initializes the mjrFilamentConfig to default values.
@@ -124,106 +104,55 @@ mjrfContext* mjrf_createContext(const mjrFilamentConfig* config);
// Destroys the filament rendering context.
void mjrf_destroyContext(mjrfContext* ctx);
// Describes the look/intention of the final rendered image.
typedef enum mjrDrawMode_ {
// Render the scene with default settings for colors and lighting (shading).
mjDRAW_MODE_DEFAULT,
// Like mjDRAW_MODE_DEFAULT, but disable textures.
mjDRAW_MODE_DEFAULT_NO_TEXTURES,
// Render the scene as a wireframe.
mjDRAW_MODE_WIREFRAME,
// Render the scene as a grayscale depth map.
mjDRAW_MODE_DEPTH,
// Render each object using its.
mjDRAW_MODE_ISLANDS,
// Render each object using its segmentation id.
mjDRAW_MODE_SEGMENTATION_BY_ID,
// Render each object with a unique color based on its segmentation id.
mjDRAW_MODE_SEGMENTATION_BY_COLOR,
typedef enum mjrDrawMode_ { // how to draw objects in the scene
mjDRAW_MODE_DEFAULT, // default colors and lighting
mjDRAW_MODE_DEFAULT_NO_TEXTURES, // default, but without textures
mjDRAW_MODE_WIREFRAME, // wireframe rendering
mjDRAW_MODE_DEPTH, // grayscale depth map
mjDRAW_MODE_ISLANDS, // color objects based on island and sleep state
mjDRAW_MODE_SEGMENTATION_BY_ID, // color objects based on segmentation id
mjDRAW_MODE_SEGMENTATION_BY_COLOR, // generate visually distinct colors using segmentation id
} mjrDrawMode;
// Parameters describing the camera to use for rendering an image.
typedef mjvGLCamera mjrCamera;
// Describes a single rendering operation; used by `mjrf_render()`.
struct mjrfRenderRequest {
// The scene to render.
mjrfScene* scene;
// The camera from which to render the scene.
mjrCamera camera;
// The viewport into which to render the image.
mjrRect viewport;
// The render target into which to render the image. If nullptr, the image
// will be rendered to the window (as previously configured in
// mjrFilamentConfig::native_window).
mjrfRenderTarget* target;
// The method (e.g. Color, Depth, Segmentation, etc.) to use for rendering.
mjrDrawMode draw_mode;
// Whether or not to enable post processing; enabled by default.
mjtBool enable_post_processing;
// Whether or not to enable reflections; enabled by default.
mjtBool enable_reflections;
// Whether or not to enable shadows; enabled by default.
mjtBool enable_shadows;
struct mjrfRenderRequest { // a single rendering operation
mjrfScene* scene; // scene to render
mjrCamera camera; // camera (viewpoint) from which to render scene
mjrRect viewport; // viewport (rect area) into which to render
mjrfRenderTarget* target; // target used for rendering (or nullptr for window rendering)
int draw_mode; // mjrDrawMode; method to use for drawing objects
mjtBool enable_post_processing; // enable post processing, enabled by default
mjtBool enable_reflections; // enable reflections, enabled by default
mjtBool enable_shadows; // enable shadows, enabled by default
};
// Initializes the mjrfRenderRequest to default values.
void mjrf_defaultRenderRequest(mjrfRenderRequest* request);
// Information needed to read pixels; used by `mjrf_render()`.
struct mjrfReadPixelsRequest {
// The render target from which to read the image pixels.
mjrfRenderTarget* target;
// The buffer into which the read pixels will be written.
void* output;
// The number of bytes in the output buffer. This should match the size of
// the render target texture.
mjtSize num_bytes;
// Callback when the read pixels operation is complete. This function can
// optionally be used to free the output buffer if needed.
mjrfCallback read_completed;
// User data to pass to the completion callback.
void* user_data;
struct mjrfReadPixelsRequest { // a single read operation
mjrfRenderTarget* target; // render target from which to read the image pixels
void* output; // buffer into which the pixels will be stored
mjtSize num_bytes; // size of output buffer
mjrfCallback read_completed; // callback when read is complete; can use to free output
void* user_data; // user data for read_completed_callback
};
// Initializes the mjrfReadPixelsRequest to default values.
void mjrf_defaultReadPixelsRequest(mjrfReadPixelsRequest* request);
// Because rendering is asynchronous, each render request is assigned a
// unique Handle which can be used to query the status of the request. The
// Handle can also be used to block until the request is completed.
typedef std::uint64_t mjrfFrameHandle;
// Unique handle assigned to each render request; used to block until request is completed or query
// the status of the request.
typedef uint64_t mjrfFrameHandle;
// Submits the given requests for rendering. Because rendering may happen
// asynchronously, we have to submit both the render and read requests in the
// same call. This function is also when any callbacks will be triggered,
// though there is no guarantee on when exactly that will be done.
// Submits the given requests for rendering. Because rendering happens asynchronously, callers have
// to submit both the render and read requests in the same call. Multiple requests and reads can be
// submitted in a single call. These requests will be processed in order, so some care must be
// taken. Firstly, requests should be grouped by target. Next, the combined area of the viewports
// for all requests for a given target must be contained within the dimensions of the target itself.
//
// Multiple requests and reads can be submitted in a single call. These
// requests will be processed in order, so some care must be taken. Firstly,
// requests should be grouped by target. Next, the combined area of the
// viewports for all requests for a given target must be contained within the
// dimensions of the target itself.
mjrfFrameHandle mjrf_render(mjrfContext* ctx, const mjrfRenderRequest* req,
int nreq, const mjrfReadPixelsRequest* read_req,
int nread_req);
// Callbacks will be invoked from within this function, though there is no guarantee on when exactly
// that will be done.
mjrfFrameHandle mjrf_render(mjrfContext* ctx, const mjrfRenderRequest* req, int nreq,
const mjrfReadPixelsRequest* read_req, int nread_req);
// Waits for all rendering operations to complete for the given frame handle,
// triggering any callbacks as needed.
@@ -232,91 +161,48 @@ void mjrf_waitForFrame(mjrfContext* ctx, mjrfFrameHandle frame);
// Sets the clear color for the renderer.
void mjrf_setClearColor(mjrfContext* ctx, const float color[3]);
// Information about a single frame of rendering.
struct mjrfFrameStats {
// The frame rate of the renderer, in frames per second.
double frame_rate;
struct mjrfFrameStats { // stats for a single frame of rendering
double frame_rate; // frame rate, in frames per second
};
// Initializes the mjrFrameStats to default values.
void mjrf_defaultFrameStats(mjrfFrameStats* stats);
// Returns the stats for the given frame but updating the given `stats_out`.
void mjrf_getFrameStats(mjrfContext* ctx, mjrfFrameHandle frame,
mjrfFrameStats* stats_out);
void mjrf_getFrameStats(mjrfContext* ctx, mjrfFrameHandle frame, mjrfFrameStats* stats_out);
// ## Textures (mjrfTexture)
//
// A texture is a 2D or 3D (cubemap) image that adds visual detail to a rendered
// model, such as color or bumpiness, without increasing geometric complexity.
// A texture is a 2D or 3D (cubemap) image that adds visual detail to a rendered model, such as
// color or bumpiness, without increasing geometric complexity.
//
// For textures intended to be used for image-based lights (see `mjrfLight`
// below), you should use filament's `cmgen` tool to generate a KTX image from
// your source image. This tool will calculate additional data (i.e. the
// spherical harmonics) and encode that information into the KTX file.
// For textures intended to be used for image-based lights (see `mjrfLight` below), you should use
// filament's `cmgen` tool to generate a KTX image from your source image. This tool will calculate
// additional data (i.e. the spherical harmonics) and encode that information into the KTX file.
// Pixel formats for textures.
typedef enum mjrPixelFormat_ {
mjPIXEL_FORMAT_UNKNOWN = 0,
mjPIXEL_FORMAT_R8,
mjPIXEL_FORMAT_RGB8,
mjPIXEL_FORMAT_RGBA8,
mjPIXEL_FORMAT_R32F,
mjPIXEL_FORMAT_DEPTH32F,
mjPIXEL_FORMAT_KTX,
} mjrPixelFormat;
// Type of texture.
typedef mjtTexture mjrSamplerType;
// Type of color space encoding.
typedef mjtColorSpace mjrColorSpace;
// Defines the basic properties of a texture.
struct mjrfTextureConfig {
// The width of the texture. For compressed textures (e.g. KTX), this is the
// number of bytes in the compressed data.
int width;
// The height of the texture. For compressed textures (e.g. KTX), this should
// be 0.
int height;
// How the texture will be interpreted by the renderer (e.g. 2D, cube, etc.).
mjrSamplerType sampler_type;
// The format of the pixels in the texture (e.g. RGB8, RGBA8, KTX, etc.)
mjrPixelFormat format;
// The color space of the texture (e.g. LINEAR, sRGB, etc.)
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.)
int sampler_type; // mjrSamplerType; texture sampler (e.g. 2D, cube, etc.)
};
// Initializes the mjrfTextureConfig to default values.
void mjrf_defaultTextureConfig(mjrfTextureConfig* config);
// Creates a texture with the given configuration. Note that the texture will
// 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);
// Destroys the texture.
void mjrf_destroyTexture(mjrfTexture* texture);
// 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).
// 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.
//
// Directional lights are the next most common type of light and is usually
// used to simulate the sun; a uniformly colored light that is emitted in a
// single direction.
// Directional lights are the next most common type of light and is usually used to simulate the
// sun; a uniformly colored light that is emitted in a single direction.
//
// Filament only supports a single image and directional light. You can define
// as many point or spot lights as you want. Each light source (except image
// based lights) may or may not cast shadows. Each shadow-casting light incurs a
// performance cost.
// Filament only supports a single image and directional light. You can define as many point or spot
// lights as you want. Each light source (except image based lights) may or may not cast shadows.
// Each shadow-casting light incurs a performance cost.
// The type of light (spot, directional, image, etc.).
typedef mjtLightType mjrLightType;
// Configuration parameters for a light.
struct mjrfLightParams {
// The type of light (e.g. spot, point, directional, etc.)
mjrLightType type;
// The texture to use for image lights.
const mjrfTexture* texture;
// The color of the light.
float color[3];
// The intensity of the light, in candela.
float intensity;
// Whether or not the light casts shadows.
mjtBool cast_shadows;
// The range/distance in which the light is effective, in meters.
float range;
// The angle of the spot light cone, in degrees.
float spot_cone_angle;
// The radius of the bulb used for soft shadows.
float bulb_radius;
// The size of the shadow map.
int shadow_map_size;
// Blur width for EL VSM.
float vsm_blur_width;
struct mjrfLightParams { // parameters for creating a light (mjrfLight)
int type; // mjrLightType; type of light (e.g. spot, point, image, etc.)
const mjrfTexture* texture; // texture; only for image lights
float color[3]; // RGB color
float intensity; // light intensity, in candela
mjtBool cast_shadows; // if true, cast shadows
float range; // effective range of light, in meters
float spot_cone_angle; // spot light cone angle, in degrees
int shadow_map_size; // size of shadow map texture, 0 to use default size
float bulb_radius; // bulb radius, used for soft shadows
float vsm_blur_width; // variance shadow map blur width
};
// Initializes the mjrfLightParams to default values.
@@ -571,195 +354,121 @@ void mjrf_setLightIntensity(mjrfLight* light, float intensity);
void mjrf_setLightColor(mjrfLight* light, const float color[3]);
// Sets the position and direction of the light.
void mjrf_setLightTransform(mjrfLight* light, const float position[3],
const float direction[3]);
void mjrf_setLightTransform(mjrfLight* light, const float position[3], const float direction[3]);
// Returns the type of the light.
mjrLightType mjrf_getLightType(const mjrfLight* light);
// Returns the type of the light (mjrLightType).
int mjrf_getLightType(const mjrfLight* light);
// ## Renderables (mjrfRenderable)
//
// A renderable is a single drawable object in the scene. It is defined as a
// combination of a mesh (i.e. surface geometry) and a material (i.e. surface
// appearance and properties).
// A renderable is a single drawable object in the scene. It is defined as a combination of a mesh
// (i.e. surface geometry) and a material (i.e. surface appearance and properties).
//
// In terms of materials, there are three lighting models currently supported:
//
// 1. Metallic-roughness (PBR): this is the preferred model for rendering
// models based standard metallic-roughness workflows.
// 2. Specular-glossiness (non-PBR): this is a legacy model designed to be
// compatible with classic mjr renderer, though it is not 100% identical.
// 3. Unlit: this model ignores lighting and used for rendering UX or decorative
// elements like contact forces and labels.
// 1. Metallic-roughness (PBR): this is the preferred model for rendering models based standard
// metallic-roughness workflows.
// 2. Specular-glossiness (non-PBR): this is a legacy model designed to be compatible with classic
// mjr renderer, though it is not 100% identical.
// 3. Unlit: this model ignores lighting and used for rendering UX or decorative elements like
// contact forces and labels.
//
// Which lighting model is used is determined by the mjrfMaterial properties.
// The material to be applied to a renderable.
struct mjrfMaterial {
// The color of the object. Defaults to white.
float color[4];
// The ID to use for segmentation rendering. These IDs will be mapped to a
// RGB8 color, so only the first 24 bits are used.
int32_t segmentation_id;
// The island ID and sleep state.
int32_t island_id;
mjtSleepState sleep_state;
// Applies an addition scale to the UV coordinates of the object. Defaults to
// (1, 1, 1).
float uv_scale[3];
// Applies an offset to the UV coordinates of the object. Defaults to (0, 0,
// 0).
float uv_offset[3];
// Applies a scissor test to the object.
float scissor[4];
// Factors for PBR metallic-roughness materials.
float metallic;
float roughness;
// Factors for (non-PBR) specular-glossiness materials.
float specular;
float glossiness;
// The emissive (glow) factor of the object.
float emissive;
// The blend factor to use for reflective surfaces. A value of 1.0 means that
// the surface is fully reflective (i.e. a mirror).
float reflectance;
// If true, does not apply any lighting to the object. Assumes the object is
// used for UX or decorative elements like contact forces and labels.
mjtBool decor_ux;
// If true, renders the object such that it appears "selected" for the
// purposes of UX visualization.
mjtBool selected;
// The texture containing the base color of the object.
const mjrfTexture* color_texture;
// The texture containing the opacity of the object.
const mjrfTexture* opacity_texture;
// The normal map of the object.
const mjrfTexture* normal_texture;
// The metallic map of the object.
const mjrfTexture* metallic_texture;
// The roughness map of the object.
const mjrfTexture* roughness_texture;
// The occlusion map of the object.
const mjrfTexture* occlusion_texture;
// A texture containing the occlusion, roughness, and metallic maps packed
// into the R, G, B channels, respectively.
const mjrfTexture* orm_texture;
// An emissive texture for the object.
const mjrfTexture* emissive_texture;
// The reflection texture to use for the object. For internal use only.
const mjrfTexture* reflection_texture;
struct mjrfMaterial { // material properties for a renderable (mjrfMaterial)
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)
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
};
// Initializes the mjrfMaterial to default values.
void mjrf_defaultMaterial(mjrfMaterial* material);
// Configuration parameters for a Renderable.
struct mjrfRenderableParams {
// Whether or not the Renderable casts shadows.
mjtBool cast_shadows;
// Whether or not the Renderable receives shadows.
mjtBool receive_shadows;
// 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]
};
// Initializes the mjrfRenderableParams to default values.
void mjrf_defaultRenderableParams(mjrfRenderableParams* params);
// Creates a renderable with the given parameters.
mjrfRenderable* mjrf_createRenderable(mjrfContext* ctx,
const mjrfRenderableParams* params);
mjrfRenderable* mjrf_createRenderable(mjrfContext* ctx, const mjrfRenderableParams* params);
// Destroys the renderable.
void mjrf_destroyRenderable(mjrfRenderable* renderable);
// 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,
int elem_count);
// 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);
// 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.
mjrPixelFormat depth_format;
struct mjrfRenderTargetConfig { // parameters for creating a render target (mjrfRenderTarget)
int width; // texture width
int height; // texture height
int color_format; // mjrPixelFormat; pixel format for color buffer
int depth_format; // mjrPixelFormat; pixel format for depth buffer
};
// Initializes the RenderTargetConfig to default values.
void mjrf_defaultRenderTargetConfig(mjrfRenderTargetConfig* config);
// Creates a render target for the filament renderer.
mjrfRenderTarget* mjrf_createRenderTarget(mjrfContext* ctx,
const mjrfRenderTargetConfig* config);
mjrfRenderTarget* mjrf_createRenderTarget(mjrfContext* ctx, const mjrfRenderTargetConfig* config);
// Destroys the render target.
void mjrf_destroyRenderTarget(mjrfRenderTarget* render_target);
// ## Debug-only functions.
// Draws an ImGui editor for the given scene, exposing filament-specific
// settings.
// Draws an ImGui editor for the given scene, exposing filament-specific settings.
void mjrf_DEBUG_drawImguiEditor(mjrfScene* scene);
#if defined(__cplusplus)