Just for fun, this is an example of a web component that allows you to
embed a Filament viewer with a single HTML element. It does not have
many features, but is much easier to use than our raw JavaScript API.
We now annotate the JS wrapper for Engine with a GL context handle.
This is fairly hacky because emscripten hides its internal GL object
from JavaScript, and it does not provide a mechanism to pass JS objects
into inline assembly.
NOTE: after Metal and Vulkan support lands, we can potentially simplify
the Driver API by removing some of the old VertexBuffer entry points.
This introduces a new API-level object called `BufferObject`, and a new
backend-level object called `HwBufferObject`. This encapsulates a single
VBO. It's especially useful when clients need to share data between
multiple VertexBuffer objects. (e.g. for morphing).
In the future, buffer objects could perhaps be used for non-vertex data
(e.g. for compute).
The existing `VertexBuffer` class can now be configured to use buffer
objects by calling `enableBufferObjects` on the builder. By default its
API is unchanged. If buffer objects are enabled, then clients should use
`setBufferObjectAt` (which takes a buffer object) rather than
`setBufferAt` (which takes CPU data).
OpenGL is the trickiest backend for this, due to existence of VAOs.
The implementation in this PR uses a version-tracking scheme to
figure out when to update the VAO.
* move the focus distance from DofOptions to Camera
The DofOption parameter is now deprecated, but will still work if the
focus distance is not set on Camera.
* A few new helper APIs on Camera
- getFocalLength() which returns the focal length used internally for
DoF computations.
- computeEffectiveFov() and computeEffectiveFocalLength() which can be
used to better simulate a real camera's FOV changes with the
focus distance.
Modified gltf_viewer so it uses the effective fov/focallendth when
DoF is active.
* simplify setLensProjection
We can call setProjection directly instead of converting to a fov
first, which ends up performing atan(tan(x)).
Also improve parameters names.
Currently the only NONE and MEDIAN are available options, at some
point we may add a "MAX" option which is cheaper.
There is no real practical uses for this option with these only two
choices, other than for debugging.
Note that this API is on the loader rather than the asset. This is
because the loader knows how to create Filament entities by traversing
a cgltf node hierarchy.
Animation on dynamically added instances is not yet supported.
We did not add destroyInstance() because gltfio favors flat arrays for
long term storage of entity lists and instance lists, which would be
slow to shift. We also wish to discourage create/destroy churn since it
is more efficient to pre-allocate instances and selectively add them
into the scene.
Fixes#3137.
There's no really good solution, so this just keeps it simple and makes
is so that embind consumes an integer rather than an embind enum object.
Tested by hacking _createTextureFromImageFile.
Fixes#3028.
.blurScale was in fact a scale factor applied to the circle of
confusion (which makes it indeed a "blur scale", but let's use
a more precise language here).
Update comments to show how to use .cocScale to control the DoF
effect independently from the camera aperture, which can be useful for
artistic reasons.
This regressed when we added a callback argument, because the callback
cannot be bound.
This commit also modifies the helmet example to use the low-level API
for testing purposes.
Note that this omits the optional nanoseconds argument. JavaScript
does not support overloading and this argument probably cannot be
accurately provided anyway in a web environment.
Fixes#3002.