This also adds it as a dependency to filameshio. This does not seem to
increase the size of the WebGL build even though filameshio is a
dependency, perhaps because we are not using it yet.
(1)
Generating the C file (only used for WebAssembly) causes slowness in the
build so this makes it into an option. Also, we were flushing too often,
which made it even slower.
(2)
Using "static" in a header was causing symbol duplication.
This tool can be used to replace inc files for built-in materials. The
inc files are unfriendly to IDE's and do not extend to non-material
resource types such as baked texture data.
The tool aggregates a sequence of binary blobs, each of which becomes a
"resource" whose id is the basename of the input file. It produces the
following set of files:
resources.h ......... declares sizes and offsets for each resource
resources.S ......... small assembly file with incbin directive
resources.apple.S ... ditto but with different rodata name
resources.bin ....... the aggregated binary blob
resources.c ......... large xxd-style array (only for WASM)
We did an experiment to test the incbin directive on a variety of
platforms in PR #510.
Since we use this for decoding, this adds a dependency to the core
filament renderer which in practice is only used for Vulkan. However
this is a tiny library, so it's simplest just to always include it.
The next PR will add the actual compression / decompression code to
filaflat and filamat. Here are the preliminary results.
102K => 29K aiDefaultMat.filamat
102K => 29K aiDefaultTrans.filamat
21K => 5.0K bakedColor.filamat
22K => 5.2K bakedTexture.filamat
21K => 5.0K depthVisualizer.filamat
40K => 10K groundShadow.filamat
102K => 29K sandboxCloth.filamat
125K => 36K sandboxLit.filamat
126K => 36K sandboxLitFade.filamat
126K => 36K sandboxLitTransparent.filamat
109K => 31K sandboxSubsurface.filamat
21K => 4.9K sandboxUnlit.filamat
21K => 4.9K transparentColor.filamat
Both the "before" and "after" numbers are excluding non-Vulkan targets,
and I also changed our CMakeLists to build filamat instead of inc.
This adds a few new functions to the JavaScript bindings. It also adds
our JavaScript docs into the CMake build system for machines that meet
the Python requirements.
This adds filamentjs to libs, which builds a Filament-only WASM file.
Unlike our existing web demos, this WASM file contains no application
code.
These bindings are by no means complete, but they are sufficient for a
"hello triangle" demo that I have working locally. Sneak peak of the
Triangle JS app code:
https://gist.github.com/prideout/e9d6dd0e312146c8a287d2d109affa4d
This commit merely adds the bindings to the build. Demos and docs are
forthcoming.
This was designed as a standalone tool rather than a library, so we are
renaming their "main" function to "standalone_main", which is described
in the tnt README.
We'll also be adding a wrapper to our imageio library.
I tested the validity of the resulting KTX files by using macOS Preview,
which can read some types of KTX files. (!)
This CL also adds mipgen to the WebGL build, although its outputs are
not yet used by the sample apps.
This looks for VULKAN_SDK at build time, and if present it tells
Filament to use the `libvulkan.1.dylib` that's located there. Otherwise
it falls back to our old loading strategy, which uses a bundled version
of MoltenVK that allows us to avoid requiring installation of the
LunarG SDK.
I tried this out an it works for me...
Closes issue #238.
The WebGL build invokes cmgen for samples, which takes several minutes
in debug configuration. Let's use a release build for the host tools,
regardless of the build configuration for the target architecture.
This removes the trick of drawing to a 2D canvas. It was corrupting the
alpha in RGBM images, which caused subtle banding in the Suzanne
reflection. Moreover it added complexity to the demo code.
This commit will increase the pre-zipped WASM size by 17k, but I think
it's worth it.
This also removes one of the cmgen passes in the WebGL build; we were
using PNG instead of RGBM for the skybox to work around the banding
issue that this fixes.
* Introduce two WebGL samples: triangle and suzanne.
This commit has no effect on mobile / desktop builds, it only adds new
targets to the `-p webgl` build.
We will eventually expose a proper JavaScript API, but for now these
samples use a (somewhat under-engineered) `filaweb` framework whereby
the WebAssembly module exposes a small number of C entry points: launch,
render, and resize.
Each sample has two source files: a cpp file and an html file. The cpp
file generates js / wasm pair. The generated js is simply a loader for
the wasm.
The CMake script creates a pristine "public" folder which contains the
minimal set of files needed to serve the web application using a simple
static file server. The public folder like this:
/suzanne.js built by em++ from suzanne.cpp
/suzanne.wasm built by em++ from suzanne.cpp
/suzanne.html copied from REPO/samples/web
/filaweb.js copied from REPO/samples/web
/favicon.png copied from REPO/samples/web
/monkey/*.png copied from REPO/assets/models
/monkey/*.filamesh built by filamesh
/desert/* built by cmgen
To decode PNG textures, we use the somewhat unusual approach of using
JavaScript to draw them into a hidden 2D canvas, then reading back the
pixels. This allows us to avoid fattening up the wasm file with a PNG
decoder. An alternative idea would be to pass a DOM Image directly into
glTexImage2D, but this would require some #ifdefing and/or JS injection
in Filament's OpenGL backend.
* Optimize the suzanne material.
This does not add any samples or continuous integration, but it at least
allows developers to do a "-p webgl" and check if an actual wasm file
for the core Filament library can be succesfully built.
* Introduce mipgen frontend.
For now this is fairly simple although it does let you choose a filter.
Another cool feature is that an HTML file is generated which makes it
easy to review the generated miplevels.
This does not expose the Boundary enum to users because it has not yet
been implemented in the core Image library.
* Fix up mipgen per code review.
* Enhance CMake compiler check
This commit adds a check for compilers that don't meet the project's
minimum requirements. It will catch Clang versions that are too low as
well as any non-Clang compilers.
* Change SEND_ERROR to FATAL_ERROR