Loading and using plugins
Extending Magnum with additional functionality.
Contents
The base Magnum libraries contain math support, scene graph implementation and are able to interact with graphics and audio hardware. However, they don't provide any functions for dealing with specific file formats on their own, as there are simply too many formats to include all of them directly. Instead, the libraries provide plugin APIs using which you can load a plugin that's able to understand a particular file format. Plugins are distributed as additional libraries and loaded either dynamically from the filesystem or, in case of embedded systems that don't support dynamic loading, built statically into the executable. Depending on the target platform requirements, different set of plugins can be deployed for different platforms.
The Magnum repository contains a few basic plugins for opening simple formats, such as TGA images or WAV audio files. These plugins are included because the file formats are so simple that no external library is needed for loading their contents and thus they are suitable for quick demos and prototyping without needing to deal with additional dependencies.
Additional plugins (such as importers for PNG and JPEG images, TrueType fonts etc.) are available in the Magnum Plugins repository. Majority of these plugins depends on external libraries, thus not all of them might be available on all platforms.
Plugin interfaces
Plugin functionality is exposed via an interface that's common for all plugins of given type. Magnum provides these plugin interfaces:
- Trade::
AbstractImporter — importers for general 2D and 3D scene, mesh, material, texture and image data. See *Importer
classes in the Trade namespace for available importer plugins. - Trade::
AbstractImageConverter — conversion among various image formats. See *ImageConverter
classes in the Trade namespace for available image converter plugins. - Text::
AbstractFont — font loading and glyph layouting. See *Font
classes in the Text namespace for available font plugins. - Text::
AbstractFontConverter — font and glyph cache conversion. See *FontConverter
classes in the Text namespace for available font converter plugins. - Audio::
AbstractImporter — importers for audio formats. See *Importer
classes in the Audio namespace for available audio importer plugins.
Loading and instantiating plugins
To load a plugin, you need to instantiate Corrade::
Once the plugin manager is instantiated, you can start creating instances of particular plugins. Keep in mind that the manager instance has to exist for whole lifetime of all plugin instances created using it.
{ PluginManager::Manager<Trade::AbstractImporter> manager; std::unique_ptr<Trade::AbstractImporter> importer = manager.loadAndInstantiate("TgaImporter"); if(!importer) Fatal{} << "Cannot load the TgaImporter plugin"; // Use the plugin... /* At the end of the scope the importer instance gets deleted and then the manager automatically unloads the plugin on destruction */ }
Plugin dependencies
Some plugins have dependencies, for example the OpenGexImporter plugin uses AnyImageImporter to load texture data. The dependency loading is done automatically, but in some cases it's across plugin types (for example the MagnumFont plugin depends on the TgaImporter plugin, which is of a different type) — there you need to create manager instances for all required plugin interfaces:
PluginManager::Manager<Trade::AbstractImporter> importerManager; PluginManager::Manager<Text::AbstractFont> fontManager; // As a side effect TgaImporter is loaded by importerManager fontManager.load("MagnumFont");
Static plugins
By default, on desktop systems at least, all plugins are built as dynamic ones, i.e. they are a separate binary which gets linked in at runtime. This is good for reducing memory consumption, as the code is loaded in memory only for the time it is actually needed. However, if you need to port to a platform which does not support dynamic linking or you simply want to have the plugin loaded at all times, you can use static plugins.
The plugins are built as static if the BUILD_PLUGINS_STATIC
CMake parameter is enabled (see Downloading and building and Downloading and building plugins for more information). The actual usage in the code is basically the same as above, but you need to explicitly find the plugin and link it into the executable. If you use CMake, it would look like this:
find_package(MagnumPlugins REQUIRED TinyGltfImporter StbTrueTypeFont) add_executable(my-app my-app.cpp) target_link_libraries(my-app PRIVATE MagnumPlugins::TinyGltfImporter MagnumPlugins::StbTrueTypeFont)
The only user-visible behavioral change in the code will be that PluginManager::
The static plugin needs to be explicitly registered so the plugin manager is aware it's there. If you use CMake 3.1 and newer it's done automatically. Otherwise, you can achieve the same if you explicitly #include
the static plugin import file (named importStaticPlugin.cpp
, residing in plugin's include directory) in a source file that gets compiled into your main application. The static import file contains just a simple call to CORRADE_
/* No need to do this if you use CMake */ #include <MagnumPlugins/TinyGltfImporter/importStaticPlugin.cpp> #include <MagnumPlugins/StbTrueTypeFont/importStaticPlugin.cpp>
Plugin aliases and "any" plugins
There's usually more than one plugin available to achieve a particular goal — for example in order to open a PNG file, you can choose among PngImporter, StbImageImporter or DevIlImageImporter plugins. Rather than this being an unnecessary redundancy, it allows you to pick a particular performance / portability / feature tradeoff — a plugin with no external dependencies for a web build or, on the other hand, the fastest possible implementation for a tool that does heavy image processing.
To make this simpler in the code and defer the decision to the buildsystem or app deployment, all plugins that support a particular format provide a common alias* — in case of PNG images, you can just load a "PngImporter"
plugin and if PngImporter is not available, it will pick up any of the other candidates.
For greater control you can also use setPreferredPlugins(), giving a prioritized candidate list for a particular alias. This is especially useful in case of font plugins, where you can get advanced layout capabilities if the HarfBuzzFont plugin is available or at least a faster and smoother glyph rendering if you can get the FreeTypeFont plugin. If none of the suggestions is available, it falls back to whatever is left (which can be, for example, the StbTrueTypeFont plugin).
PluginManager::Manager<Text::AbstractFont> manager; manager.setPreferredPlugins("TrueTypeFont", {"HarfBuzzFont", "FreeTypeFont"});
To make your life even simpler, there are various "any format" plugins — these detect format based on file extension, map it to a plugin alias and then proxy the rest of the work to a corresponding plugin:
std::unique_ptr<Trade::AbstractImporter> importer = manager.instantiate("AnyImageImporter"); importer->openFile("texture.dds"); /* Delegates to the DdsImporter plugin */
Besides convenience for the end user, this allows for example the scene importer plugins to load any image formats without needing to have a knowledge about them or having an explicit dependency on multitude of image importer plugins.
So far, the following plugins have the "any format" ability:
- AnyImageImporter — imports any image format
- AnyImageConverter — converts to any image format
- AnySceneImporter — imports any scene format
- AnyImporter — imports any audio format
Plugin-specific configuration
Because it's not possible for a general statically typed plugin API to expose all possible knobs and switches that a file format could support, the plugins have a possibility to supply additional configuration via the configuration() function. For example, in the AssimpImporter plugin you can toggle various postprocessing steps that are applied to loaded scene files:
std::unique_ptr<Trade::AbstractImporter> importer = manager.instantiate("AssimpImporter"); importer->configuration().group("postprocess")->setValue("PreTransformVertices", true);
Developing your own plugins
See class documentation of particular plugin interfaces for more information about subclassing. The Corrade's plugin management tutorial contains more information about plugin compilation and registering.