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Author SHA1 Message Date
Eliza Velasquez 3308ec7e34 wip: editor stuff 2025-03-13 17:59:50 -07:00
9961 changed files with 2100244 additions and 663964 deletions
+10 -2
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@@ -1,7 +1,15 @@
;;; Directory Local Variables -*- no-byte-compile: t -*-
;;; For more information see (info "(emacs) Directory Variables")
((c++-mode . ((c-file-style . "filament")
((c++-mode . ((eval . (progn
(make-local-variable 'eglot-ignored-server-capabilities)
(add-to-list 'eglot-ignored-server-capabilities
:documentOnTypeFormattingProvider)))
(c-file-style . "filament")
(apheleia-inhibit . t)))
(c-mode . ((c-file-style . "filament")
(c-mode . ((eval . (progn
(make-local-variable 'eglot-ignored-server-capabilities)
(add-to-list 'eglot-ignored-server-capabilities
:documentOnTypeFormattingProvider)))
(c-file-style . "filament")
(apheleia-inhibit . t))))
+1 -1
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@@ -5,7 +5,7 @@ end_of_line = lf
insert_final_newline = true
charset = utf-8
[*.{c,cpp,h,inc,kt,java,js,md}]
[*.{c,cpp,h,inc,kt,java,js,md,fs,vs}]
indent_style = space
indent_size = 4
max_line_length = 100
-7
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@@ -1,7 +0,0 @@
name: 'Set up dependency versions'
runs:
using: "composite"
steps:
- name: Set up dependency versions
shell: bash
run: cat ./build/common/versions >> $GITHUB_ENV
-38
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@@ -1,38 +0,0 @@
name: 'Linux Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Install Linux Prerequisites
shell: bash
run: |
set -xe
# See https://askubuntu.com/questions/272248/processing-triggers-for-man-db/1476024#1476024
echo "set man-db/auto-update false" | sudo debconf-communicate
sudo dpkg-reconfigure man-db
# Install ninja
source ./build/common/get-ninja.sh
# Install CMake
mkdir -p cmake
cd cmake
sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
cd ..
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo apt-get update
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
# For dawn
sudo apt-get install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libx11-xcb-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
set +xe
-23
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@@ -1,23 +0,0 @@
name: 'Mac Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Set up Homebrew
id: set-up-homebrew
uses: Homebrew/actions/setup-homebrew@master
- name: Set up Python
uses: actions/setup-python@v5
with:
python-version: '3.x'
- name: Cache Brew
id: brew-cache
uses: actions/cache@v4 # Use a specific version
with:
path: $HOME/Library/Caches/Homebrew
key: ${{ runner.os }}-brew-20250424
- name: Install Mac Prerequisites
shell: bash
run: |
# Install ninja
source ./build/common/get-ninja.sh
+1 -4
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@@ -12,13 +12,10 @@ jobs:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-32core'
runs-on: ubuntu-22.04-32core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
-3
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@@ -14,9 +14,6 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous
+1 -4
View File
@@ -10,13 +10,10 @@ on:
jobs:
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
-3
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@@ -14,9 +14,6 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
+23 -78
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@@ -9,32 +9,20 @@ on:
- main
jobs:
build-desktop-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [macos-14-xlarge, ubuntu-22.04-16core]
build-desktop-linux:
name: build-linux
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh presubmit
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
@@ -45,8 +33,6 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- name: Run build script
run: |
build\windows\build-github.bat presubmit
@@ -54,13 +40,10 @@ jobs:
build-android:
name: build-android
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
@@ -77,9 +60,6 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh presubmit
@@ -89,20 +69,17 @@ jobs:
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit
validate-docs:
name: validate-docs
runs-on: 'ubuntu-24.04-4core'
runs-on: ubuntu-22.04-4core
steps:
- uses: actions/checkout@v4.1.6
with:
@@ -115,58 +92,26 @@ jobs:
test-renderdiff:
name: test-renderdiff
runs-on: macos-14-xlarge
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Cache Mesa and deps
id: mesa-cache
uses: actions/cache@v4 # Use a specific version
with:
path: mesa
key: ${{ runner.os }}-mesa-deps-2-${{ vars.MESA_VERSION }}
- name: Get Mesa
id: mesa-prereq
run: bash test/utils/get_mesa.sh
- name: Run Test
run: bash test/renderdiff/test.sh
- uses: ./.github/actions/ubuntu-apt-add-src
- name: Run script
run: |
source ./build/linux/ci-common.sh && bash test/renderdiff/test.sh
- uses: actions/upload-artifact@v4
with:
name: presubmit-renderdiff-result
path: ./out/renderdiff_tests
validate-wgsl-webgpu:
name: validate-wgsl-webgpu
runs-on: 'ubuntu-24.04-8core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: ./build.sh -W debug test_filamat filament
- name: Run test
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
validate-wgsl-pipeline:
name: validate-wgsl-pipeline
runs-on: macos-14-xlarge
code-correcteness:
name: code-correctness
runs-on: 'macos-14-xlarge'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Install clang-tidy and deps
run: |
pip install pyyaml
brew install llvm@${GITHUB_LLVM_VERSION}
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
- name: Run build script
# We need to build before clang-tidy can run analysis
run: |
# This will build for all three desktop backends on mac
./build.sh -p desktop debug gltf_viewer
run: ./build.sh -W debug test_filamat
- name: Run test
run: bash test/code-correctness/test.sh
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
+8 -44
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@@ -29,42 +29,8 @@ on:
types: [created]
jobs:
build-linux:
name: build-linux
runs-on: ubuntu-22.04-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
steps:
- name: Decide Git ref
id: git_ref
run: |
REF=${RELEASE_TAG:-${GITHUB_REF}}
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/linux && printf "y" | ./build.sh release
cd ../..
mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
build-mac:
name: build-mac
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
@@ -83,14 +49,15 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/mac-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/mac && printf "y" | ./build.sh release
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
cd ../..
mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz
if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -103,7 +70,7 @@ jobs:
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
if: github.event_name == 'release' || github.event.inputs.platform == 'web'
steps:
@@ -117,7 +84,6 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -137,7 +103,7 @@ jobs:
build-android:
name: build-android
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
steps:
@@ -155,7 +121,6 @@ jobs:
with:
distribution: 'temurin'
java-version: '17'
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -206,7 +171,6 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/mac-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
+1 -4
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@@ -10,13 +10,10 @@ on:
jobs:
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
+7 -25
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@@ -139,14 +139,14 @@ else()
set(LINUX FALSE)
endif()
if (NOT FILAMENT_OSMESA_PATH STREQUAL "")
if (NOT EXISTS ${FILAMENT_OSMESA_PATH}/)
message(FATAL_ERROR "Cannot find specified OSMesa build directory: ${FILAMENT_OSMESA_PATH}")
endif()
set(FILAMENT_SUPPORTS_OSMESA TRUE)
endif()
if (LINUX)
if (NOT FILAMENT_OSMESA_PATH STREQUAL "")
if (NOT EXISTS ${FILAMENT_OSMESA_PATH}/)
message(FATAL_ERROR "Cannot find specified OSMesa build directory: ${FILAMENT_OSMESA_PATH}")
endif()
set(FILAMENT_SUPPORTS_OSMESA TRUE)
endif()
if (FILAMENT_SUPPORTS_WAYLAND)
add_definitions(-DFILAMENT_SUPPORTS_WAYLAND)
set(FILAMENT_SUPPORTS_X11 FALSE)
@@ -184,12 +184,6 @@ if (NOT ANDROID AND NOT WEBGL AND NOT IOS AND NOT FILAMENT_LINUX_IS_MOBILE)
set(IS_HOST_PLATFORM TRUE)
endif()
if (APPLE)
if (FILAMENT_SUPPORTS_OSMESA)
add_definitions(-DFILAMENT_SUPPORTS_OSMESA)
endif()
endif()
if (WIN32)
# Link statically against c/c++ lib to avoid missing redistriburable such as
# "VCRUNTIME140.dll not found. Try reinstalling the app.", but give users
@@ -334,9 +328,6 @@ if (MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} /W0 /Zc:__cplusplus")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} -fstrict-aliasing -Wno-unknown-pragmas -Wno-unused-function -Wno-deprecated-declarations")
if (APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-nullability-extension")
endif()
endif()
if (FILAMENT_USE_EXTERNAL_GLES3)
@@ -610,14 +601,6 @@ if (FILAMENT_SUPPORTS_METAL)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a metal)
endif()
# With WebGPU, push constants are not supported. Skinning uses them.
# WebGPU has a proposal to add push constants at https://github.com/gpuweb/gpuweb/blob/main/proposals/push-constants.md
# With WebGPU, Tint does not support ClipDistance which is used in Stereo. Mentioned in comment
# https://github.com/google/dawn/blob/855d17b08abdf02f9142bf5a8f14d0ea088810a4/src/tint/lang/spirv/reader/ast_parser/function.cc#L4434
if (FILAMENT_SUPPORTS_WEBGPU)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a webgpu --variant-filter=skinning,stereo)
endif()
# Disable ESSL 1.0 code generation.
if (NOT FILAMENT_ENABLE_FEATURE_LEVEL_0)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -1)
@@ -801,7 +784,6 @@ add_subdirectory(${EXTERNAL}/draco/tnt)
add_subdirectory(${EXTERNAL}/jsmn/tnt)
add_subdirectory(${EXTERNAL}/stb/tnt)
add_subdirectory(${EXTERNAL}/getopt)
add_subdirectory(${EXTERNAL}/perfetto/tnt)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
+2 -2
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@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.59.4'
implementation 'com.google.android.filament:filament-android:1.58.0'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.59.4'
pod 'Filament', '~> 1.58.0'
```
## Documentation
-24
View File
@@ -7,30 +7,6 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.59.5
## v1.59.4
## v1.59.3
## v1.59.2
- Fix build/compile errors when upgrading to MacOS 15.4
## v1.59.1
## v1.59.0
- materials: five custom variables (varyings) are now available on the condition that the `color` attribute is not requested (b/404930099). [⚠️ **New Material Version**]
## v1.58.2
- engine: Generate 1D instead of 3D LUTs for color grading whenever possible.
## v1.58.1
@@ -142,12 +142,6 @@ abstract class MaterialCompiler extends TaskWithBinary {
if (!exclude_vulkan) {
matcArgs += ['-a', 'vulkan']
}
def include_webgpu = providers
.gradleProperty("com.google.android.filament.include-webgpu")
.forUseAtConfigurationTime().present
if (include_webgpu) {
matcArgs += ['-a', 'webgpu', '--variant-filter=skinning,stereo']
}
def mat_no_opt = providers
.gradleProperty("com.google.android.filament.matnopt")
+5 -11
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@@ -12,12 +12,12 @@ if (FILAMENT_SUPPORTS_VULKAN)
endif()
if (FILAMENT_SUPPORTS_WEBGPU)
# See third_party/dawn/tnt/CMakeLists.txt and libs/filamat/CMakeLists.txt
add_library(tint STATIC IMPORTED)
set_target_properties(tint PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libtint_combined.a)
add_library(webgpu_dawn STATIC IMPORTED)
set_target_properties(webgpu_dawn PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libwebgpu_dawn.a)
endif()
add_library(${FILAMAT_FLAVOR} STATIC IMPORTED)
set_target_properties(${FILAMAT_FLAVOR} PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/lib${FILAMAT_FLAVOR}.a)
@@ -26,10 +26,6 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(filabridge STATIC IMPORTED)
set_target_properties(filabridge PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilabridge.a)
@@ -44,7 +40,6 @@ set_target_properties(shaders PROPERTIES IMPORTED_LOCATION
set(FILAMAT_INCLUDE_DIRS
../../libs/utils/include
../../third_party/perfetto
)
include_directories(${FILAMENT_DIR}/include)
@@ -60,8 +55,7 @@ target_link_libraries(filamat-jni
filabridge
shaders
utils
perfetto
log
smol-v
$<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:tint>
$<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:webgpu_dawn> # for tint
)
+9 -11
View File
@@ -21,10 +21,6 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(ibl-lite STATIC IMPORTED)
set_target_properties(ibl-lite PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libibl-lite.a)
@@ -33,6 +29,10 @@ add_library(filaflat STATIC IMPORTED)
set_target_properties(filaflat PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilaflat.a)
add_library(filamat STATIC IMPORTED)
set_target_properties(filamat PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilamat.a)
add_library(geometry STATIC IMPORTED)
set_target_properties(geometry PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libgeometry.a)
@@ -59,11 +59,11 @@ add_library(smol-v STATIC IMPORTED)
set_target_properties(smol-v PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libsmol-v.a)
if (FILAMENT_ENABLE_FGVIEWER)
add_library(fgviewer STATIC IMPORTED)
set_target_properties(fgviewer PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfgviewer.a)
endif()
if (FILAMENT_ENABLE_FGVIEWER)
add_library(fgviewer STATIC IMPORTED)
set_target_properties(fgviewer PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfgviewer.a)
endif()
if (FILAMENT_ENABLE_MATDBG)
add_library(matdbg STATIC IMPORTED)
@@ -127,7 +127,6 @@ target_link_libraries(filament-jni
PRIVATE android
PRIVATE jnigraphics
PRIVATE utils
PRIVATE perfetto
# libgeometry is PUBLIC because gltfio uses it.
PUBLIC geometry
@@ -146,7 +145,6 @@ target_include_directories(filament-jni PRIVATE
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Force a relink when the version script is changed:
@@ -68,21 +68,6 @@ Java_com_google_android_filament_Texture_nIsTextureSwizzleSupported(JNIEnv*, jcl
return (jboolean) Texture::isTextureSwizzleSupported(*engine);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Texture_nGetMaxTextureSize(JNIEnv *, jclass,
jlong nativeEngine, jint sampler) {
Engine *engine = (Engine *) nativeEngine;
return Texture::getMaxTextureSize(*engine, (Texture::Sampler)sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Texture_nGetMaxArrayTextureLayers(JNIEnv *, jclass,
jlong nativeEngine) {
Engine *engine = (Engine *) nativeEngine;
return Texture::getMaxArrayTextureLayers(*engine);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Texture_nValidatePixelFormatAndType(JNIEnv*, jclass,
jint internalFormat, jint pixelDataFormat, jint pixelDataType) {
@@ -46,8 +46,9 @@ import static com.google.android.filament.Asserts.assertFloat4In;
*
* <h1>Performance</h1>
*
* Creating a new ColorGrading object may be more expensive than other Filament objects as a LUT may
* need to be generated. The generation of this LUT, if necessary, may happen on the CPU.
* Creating a new ColorGrading object may be more expensive than other Filament objects as a
* 3D LUT may need to be generated. The generation of a 3D LUT, if necessary, may happen on
* the CPU.
*
* <h1>Ordering</h1>
*
@@ -159,10 +160,6 @@ public class ColorGrading {
* quality level will use a 32x32x32 10 bit LUT, a high quality will use a 32x32x32 16 bit
* LUT, and a ultra quality will use a 64x64x64 16 bit LUT.
*
* This setting has no effect if generating a 1D LUT.
*
* This overrides the values set by format() and dimensions().
*
* The default quality is {@link QualityLevel#MEDIUM}.
*
* @param qualityLevel The desired quality of the color grading process
@@ -178,8 +175,6 @@ public class ColorGrading {
* When color grading is implemented using a 3D LUT, this sets the texture format of
* of the LUT. This overrides the value set by quality().
*
* This setting has no effect if generating a 1D LUT.
*
* The default is INTEGER
*
* @param format The desired format of the 3D LUT.
@@ -195,8 +190,6 @@ public class ColorGrading {
* When color grading is implemented using a 3D LUT, this sets the dimension of the LUT.
* This overrides the value set by quality().
*
* This setting has no effect if generating a 1D LUT.
*
* The default is 32
*
* @param dim The desired dimension of the LUT. Between 16 and 64.
@@ -623,3 +616,4 @@ public class ColorGrading {
private static native long nBuilderBuild(long nativeBuilder, long nativeEngine);
}
@@ -691,24 +691,6 @@ public class Texture {
pixelDataType.ordinal());
}
/**
* @param engine {@link Engine}
* @param type Texture sampler type
* @return The maximum size in texels of a texture of type \p type. At least 2048 for
* 2D textures, 256 for 3D textures
*/
public static int getMaxTextureSize(@NonNull Engine engine, Sampler type) {
return nGetMaxTextureSize(engine.getNativeObject(), type.ordinal());
}
/**
* @param engine {@link Engine}
* @return The maximum number of layers supported by texture arrays. At least 256.
*/
public static int getMaxArrayTextureLayers(@NonNull Engine engine) {
return nGetMaxArrayTextureLayers(engine.getNativeObject());
}
/**
* Use <code>Builder</code> to construct a <code>Texture</code> object instance.
*/
@@ -1307,8 +1289,6 @@ public class Texture {
private static native boolean nIsTextureFormatSupported(long nativeEngine, int internalFormat);
private static native boolean nIsTextureFormatMipmappable(long nativeEngine, int internalFormat);
private static native boolean nIsTextureSwizzleSupported(long nativeEngine);
private static native int nGetMaxTextureSize(long nativeObject, int ordinal);
private static native int nGetMaxArrayTextureLayers(long nativeObject);
private static native boolean nValidatePixelFormatAndType(int internalFormat, int pixelDataFormat,
int pixelDataType);
@@ -31,6 +31,8 @@ package com.google.android.filament;
* <li>DisplayRangeToneMapper</li>
* </ul>
* </ul>
*
* You can create custom tone mapping operators by subclassing ToneMapper.
*/
public class ToneMapper {
private final long mNativeObject;
@@ -1980,7 +1980,7 @@ public class View {
}
/**
* reconstruction filter width typically between 1 (sharper) and 2 (smoother)
* reconstruction filter width typically between 0.2 (sharper, aliased) and 1.5 (smoother)
*/
public float filterWidth = 1.0f;
/**
+1 -6
View File
@@ -35,10 +35,6 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(uberzlib STATIC IMPORTED)
set_target_properties(uberzlib PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberzlib.a)
@@ -125,7 +121,6 @@ set(GLTFIO_INCLUDE_DIRS
../../third_party/meshoptimizer/src
../../third_party/robin-map
../../third_party/stb
../../third_party/perfetto
../../libs/utils/include
../../libs/ktxreader/include
)
@@ -134,7 +129,7 @@ add_library(gltfio-jni SHARED ${GLTFIO_SRCS})
target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
target_link_libraries(gltfio-jni filament-jni utils perfetto uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni filament-jni utils uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni dracodec meshoptimizer)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.59.4
VERSION_NAME=1.58.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1 -4
View File
@@ -200,9 +200,8 @@ WEBGPU_ANDROID_GRADLE_OPTION=""
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=OFF"
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=OFF"
MATDBG_GRADLE_OPTION=""
FGVIEWER_OPTION="-DFILAMENT_ENABLE_FGVIEWER=OFF"
FGVIEWER_GRADLE_OPTION=""
MATDBG_GRADLE_OPTION=""
MATOPT_OPTION=""
MATOPT_GRADLE_OPTION=""
@@ -534,7 +533,6 @@ function build_android {
${VULKAN_ANDROID_GRADLE_OPTION} \
${WEBGPU_ANDROID_GRADLE_OPTION} \
${MATDBG_GRADLE_OPTION} \
${FGVIEWER_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:filament-android:assembleDebug \
:gltfio-android:assembleDebug \
@@ -586,7 +584,6 @@ function build_android {
${VULKAN_ANDROID_GRADLE_OPTION} \
${WEBGPU_ANDROID_GRADLE_OPTION} \
${MATDBG_GRADLE_OPTION} \
${FGVIEWER_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:filament-android:assembleRelease \
:gltfio-android:assembleRelease \
+14 -11
View File
@@ -14,12 +14,12 @@ echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
*)
exit 0
;;
esac
@@ -30,27 +30,30 @@ set -x
UNAME=`echo $(uname)`
LC_UNAME=`echo $UNAME | tr '[:upper:]' '[:lower:]'`
FILAMENT_ANDROID_CI_BUILD=true
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $BUILD_DEBUG
# $BUILD_RELEASE
source `dirname $0`/../common/ci-common.sh
if [[ "$LC_UNAME" == "linux" ]]; then
source `dirname $0`/../linux/ci-common.sh
elif [[ "$LC_UNAME" == "darwin" ]]; then
source `dirname $0`/../mac/ci-common.sh
fi
source `dirname $0`/../common/build-common.sh
if [[ "$GITHUB_WORKFLOW" ]]; then
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
if [[ "$java_version" < 17 ]]; then
echo "Android builds require Java 17, found version ${java_version} instead"
exit 1
exit 0
fi
fi
# Unless explicitly specified, NDK version will be set to match exactly the required one
FILAMENT_NDK_VERSION=${GITHUB_NDK_VERSION:-27.0.11718014}
(! grep "${FILAMENT_NDK_VERSION}" `dirname $0`/../../android/build.gradle > /dev/null) &&
echo "Mismatch of NDK versions: want ${FILAMENT_NDK_VERSION} and not found in android/build.gradle" &&
exit 1
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
# Install the required NDK version specifically (if not present)
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
+1
View File
@@ -0,0 +1 @@
27.0.11718014
+2 -8
View File
@@ -56,16 +56,10 @@ popd >/dev/null
rm -rf out/check-headers
mkdir -p out/check-headers
TMP_FILE=out/check-headers/temp.cpp
echo "Checking that public headers compile independently..."
for include in "${includes[@]}"; do
rm -f ${TMP_FILE}
echo "Checking ${include}"
if [[ "${include}" == "utils/Systrace.h" ]]; then
# A necessary define before we can include utils/Systrace.h
echo "#define SYSTRACE_TAG SYSTRACE_TAG_DISABLED" >> ${TMP_FILE}
fi
echo "#include <${include}>" >> ${TMP_FILE}
clang -std=c++17 -I "${FILAMENT_HEADERS}" ${TMP_FILE} -c -o /dev/null
echo "#include <${include}>" >> out/check-headers/temp.cpp
clang -std=c++17 -I "${FILAMENT_HEADERS}" out/check-headers/temp.cpp -c -o /dev/null
done
echo "Done!"
+1
View File
@@ -2,4 +2,5 @@
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
CONTINUOUS_INTEGRATION=true
fi
-18
View File
@@ -1,18 +0,0 @@
#!/bin/bash
if [[ "$GITHUB_WORKFLOW" ]]; then
OS_NAME=$(uname -s)
NINJA_DL_DIR=/tmp/ninja-dl
NINJA_PLATFORM=
if [[ "$OS_NAME" == "Linux" ]]; then
NINJA_PLATFORM=linux
elif [[ "$OS_NAME" == "Darwin" ]]; then
NINJA_PLATFORM=mac
fi
curl -L -o /tmp/ninja-dl.zip https://github.com/ninja-build/ninja/releases/download/v${GITHUB_NINJA_VERSION}/ninja-${NINJA_PLATFORM}.zip
mkdir -p $NINJA_DL_DIR
unzip -q /tmp/ninja-dl.zip -d $NINJA_DL_DIR
chmod +x ${NINJA_DL_DIR}/ninja
# Install ninja globally for AGP
sudo cp ${NINJA_DL_DIR}/ninja /usr/local/bin/
fi
-6
View File
@@ -1,6 +0,0 @@
GITHUB_CLANG_VERSION=14
GITHUB_CMAKE_VERSION=3.19.5
GITHUB_NINJA_VERSION=1.10.2
GITHUB_MESA_VERSION=24.2.1
GITHUB_LLVM_VERSION=16
GITHUB_NDK_VERSION=27.0.11718014
+2
View File
@@ -28,6 +28,7 @@ set -e
set -x
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
@@ -40,3 +41,4 @@ if [[ "${GENERATE_ARCHIVES}" ]]; then
fi
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
+6
View File
@@ -0,0 +1,6 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
export PATH="$PWD:$PATH"
+1
View File
@@ -32,6 +32,7 @@ set -x
# $BUILD_DEBUG
# $BUILD_RELEASE
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
+35
View File
@@ -0,0 +1,35 @@
#!/bin/bash
# version of clang we want to use
export GITHUB_CLANG_VERSION=14
# version of CMake to use instead of the default one
export GITHUB_CMAKE_VERSION=3.19.5
# version of ninja to use
export GITHUB_NINJA_VERSION=1.10.2
# Steps for GitHub Workflows
if [[ "$GITHUB_WORKFLOW" ]]; then
# Install ninja
wget -q https://github.com/ninja-build/ninja/releases/download/v$GITHUB_NINJA_VERSION/ninja-linux.zip
unzip -q ninja-linux.zip
export PATH="$PWD:$PATH"
# Install CMake
mkdir -p cmake
cd cmake
sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
cd ..
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo apt-get update
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
fi
+1
View File
@@ -28,6 +28,7 @@ set -e
set -x
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
+8
View File
@@ -0,0 +1,8 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
# Install ninja globally for AGP
cp ninja /usr/local/bin
export PATH="$PWD:$PATH"
+2 -8
View File
@@ -31,16 +31,10 @@ set(DIST_ARCH arm64-v8a)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+2 -8
View File
@@ -32,16 +32,10 @@ set(DIST_ARCH armeabi-v7a)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+2 -8
View File
@@ -31,16 +31,10 @@ set(DIST_ARCH x86)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+2 -8
View File
@@ -31,16 +31,10 @@ set(DIST_ARCH x86_64)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+12
View File
@@ -1,4 +1,16 @@
#!/bin/bash
if [ `uname` == "Linux" ];then
source `dirname $0`/../linux/ci-common.sh
elif [ `uname` == "Darwin" ];then
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
else
echo "Unsupported OS"
exit 1
fi
chmod +x ninja
export PATH="$PWD:$PATH"
# Install emscripten.
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.60.zip > emsdk.zip
+1 -1
View File
File diff suppressed because one or more lines are too long
+20 -37
View File
@@ -166,7 +166,7 @@ This document is part of the <a href="https://github.com/google/filament">Filame
</p><ul>
<li class="minus"><a href="https://github.com/romainguy">Romain Guy</a>, <a href="https://twitter.com/romainguy">@romainguy</a>
</li>
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://bsky.app/profile/pixelflinger.bsky.social">@pixelflinger</a></li></ul>
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://twitter.com/darthmoosious">@darthmoosious</a></li></ul>
<p></p>
<a class="target" name="overview">&nbsp;</a><a class="target" name="overview">&nbsp;</a><a class="target" name="toc2">&nbsp;</a><h1>Overview</h1>
@@ -259,27 +259,26 @@ in <a href="#table_standardproperties">table&nbsp;1</a>.
</p><div class="table">
<table class="table"><tbody><tr><th style="text-align:right"> Property </th><th style="text-align:left"> Definition </th></tr>
<tr><td style="text-align:right"> <strong class="asterisk">baseColor</strong> </td><td style="text-align:left"> Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:left"> Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">reflectance</strong> </td><td style="text-align:left"> Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropy</strong> </td><td style="text-align:left"> Amount of anisotropy in either the tangent or bitangent direction </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropyDirection</strong> </td><td style="text-align:left"> Local surface direction in tangent space </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">thickness</strong> </td><td style="text-align:left"> Thickness of the solid volume of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenColor</strong> </td><td style="text-align:left"> Strength of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropy</strong> </td><td style="text-align:left"> Amount of anisotropy in either the tangent or bitangent direction </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropyDirection</strong> </td><td style="text-align:left"> Local surface direction in tangent space </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">normal</strong> </td><td style="text-align:left"> A detail normal used to perturb the surface using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">bentNormal</strong> </td><td style="text-align:left"> A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">shadowStrength</strong> </td><td style="text-align:left"> Strength factor between 0 and 1 for all shadows received by this material </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">thickness</strong> </td><td style="text-align:left"> Thickness of the solid volume of refractive objects </td></tr>
</tbody></table><center><div class="tablecaption"><a class="target" name="table_standardproperties">&nbsp;</a><b style="font-style:normal;">Table&nbsp;1:</b> Properties of the standard model</div></center></div>
<p></p><p>
@@ -1487,13 +1486,10 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of parameter objects
</p></dd><dt>Value</dt><dd><p> Each entry is an object with the properties <code>name</code> and <code>type</code>, both of <code>string</code> type. The
name must be a valid GLSL identifier. Entries have an optional <code>precision</code>, which can be
name must be a valid GLSL identifier. Entries also have an optional <code>precision</code>, which can be
one of <code>default</code> (best precision for the platform, typically <code>high</code> on desktop, <code>medium</code> on
mobile), <code>low</code>, <code>medium</code>, <code>high</code>. The type must be one of the types described in
<a href="#table_materialparamstypes">table&nbsp;14</a>. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity.
<a href="#table_materialparamstypes">table&nbsp;14</a>.
</p></dd></dl><div class="table">
<table class="table"><tbody><tr><th style="text-align:left"> Type </th><th style="text-align:left"> Description </th></tr>
@@ -1756,13 +1752,7 @@ non-shader data.
when selecting any shading model that is not <code>unlit</code>. See the shader sections of this document
for more information on how to access these attributes from the shaders.
</p></dd></dl><div class="admonition note"><div class="admonition-title"> Interaction with custom variables</div>
<p></p><p>
When the <code>color</code> attribute is specified, only four custom variables are available instead of five.</p></div>
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
<span class="line"> type : sampler2d,</span>
@@ -1789,7 +1779,7 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
</p></dd><dt>Value</dt><dd><p> Up to 5 strings, each must be a valid GLSL identifier.
</p></dd><dt>Value</dt><dd><p> Up to 4 strings, each must be a valid GLSL identifier.
</p></dd><dt>Description</dt><dd><p> Defines custom interpolants (or variables) that are output by the material's vertex shader.
Each entry of the array defines the name of an interpolant. The full name in the fragment
@@ -1804,14 +1794,7 @@ non-shader data.
particular if <code>default</code> is specified the default precision is used is the fragment shader
(<code>mediump</code>) and in the vertex shader (<code>highp</code>).
</p></dd></dl><div class="admonition warning"><div class="admonition-title"> Interaction with required attributes</div>
<p></p><p>
If the <code>color</code> attribute is specified in the <code>required</code> list, then only four variables can be used
instead of five.</p></div>
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> name : Skybox,</span>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
+16 -24
View File
@@ -13,7 +13,7 @@ This document is part of the [Filament project](https://github.com/google/filame
## Authors
- [Romain Guy](https://github.com/romainguy), [@romainguy](https://twitter.com/romainguy)
- [Mathias Agopian](https://github.com/pixelflinger), [@pixelflinger](https://bsky.app/profile/pixelflinger.bsky.social)
- [Mathias Agopian](https://github.com/pixelflinger), [@darthmoosious](https://twitter.com/darthmoosious)
# Overview
@@ -78,27 +78,26 @@ in table [standardProperties].
Property | Definition
-----------------------:|:---------------------
**baseColor** | Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
**reflectance** | Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**clearCoat** | Strength of the clear coat layer
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
**anisotropyDirection** | Local surface direction in tangent space
**thickness** | Thickness of the solid volume of refractive objects
**sheenColor** | Strength of the sheen layer
**sheenRoughness** | Perceived smoothness or roughness of the sheen layer
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
**clearCoat** | Strength of the clear coat layer
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
**anisotropyDirection** | Local surface direction in tangent space
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**normal** | A detail normal used to perturb the surface using _bump mapping_ (_normal mapping_)
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
**absorption** | Absorption factor for refractive objects
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
**microThickness** | Thickness of the thin layer of refractive objects
**bentNormal** | A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality
**shadowStrength** | Strength factor between 0 and 1 for all shadows received by this material
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
**absorption** | Absorption factor for refractive objects
**microThickness** | Thickness of the thin layer of refractive objects
**thickness** | Thickness of the solid volume of refractive objects
[Table [standardProperties]: Properties of the standard model]
The type and range of each property is described in table [standardPropertiesTypes].
@@ -1273,9 +1272,6 @@ Description
when selecting any shading model that is not `unlit`. See the shader sections of this document
for more information on how to access these attributes from the shaders.
!!! Note: Interaction with custom variables
When the `color` attribute is specified, only four custom variables are available instead of five.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
parameters : [
@@ -1306,7 +1302,7 @@ Type
: array of `string`
Value
: Up to 5 strings, each must be a valid GLSL identifier.
: Up to 4 strings, each must be a valid GLSL identifier.
Description
: Defines custom interpolants (or variables) that are output by the material's vertex shader.
@@ -1322,10 +1318,6 @@ Description
particular if `default` is specified the default precision is used is the fragment shader
(`mediump`) and in the vertex shader (`highp`).
!!! Warning: Interaction with required attributes
If the `color` attribute is specified in the `required` list, then only four variables can be used
instead of five.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : Skybox,
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+16 -16
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@@ -49,7 +49,7 @@
</tr>
<tr>
<td align="left"><a href="#EntityManager">EntityManager</a></td>
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
<td align="left">Singleton used for constructing entities in Filament&#x27;s ECS.</td>
</tr>
<tr>
<td align="left"><a href="#Frustum">Frustum</a></td>
@@ -89,7 +89,7 @@
</tr>
<tr>
<td align="left"><a href="#Renderer">Renderer</a></td>
<td align="left">Represents the platform's native window.</td>
<td align="left">Represents the platform&#x27;s native window.</td>
</tr>
<tr>
<td align="left"><a href="#Scene">Scene</a></td>
@@ -97,7 +97,7 @@
</tr>
<tr>
<td align="left"><a href="#SwapChain">SwapChain</a></td>
<td align="left">Represents the platform's native rendering surface.</td>
<td align="left">Represents the platform&#x27;s native rendering surface.</td>
</tr>
<tr>
<td align="left"><a href="#Texture">Texture</a></td>
@@ -604,11 +604,11 @@
</ul>
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
TODO: It would be better to expose these as JS numbers rather than as JS objects.
This would also be more consistent with Filament's Java bindings.</p>
This would also be more consistent with Filament&#x27;s Java bindings.</p>
</div>
<div class='classdoc'>
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
<p>Singleton used for constructing entities in Filament's ECS.</p>
<p>Singleton used for constructing entities in Filament&#x27;s ECS.</p>
<ul>
<li><strong>entityManager.create()</strong>
<ul>
@@ -742,7 +742,7 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
@@ -780,11 +780,11 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
<p>Represents the platform's native window.</p>
<p>Represents the platform&#x27;s native window.</p>
<ul>
<li><strong>renderer.render(swapChain, view)</strong>
<ul>
@@ -803,7 +803,7 @@ properties.</p>
</div>
<div class='classdoc'>
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
<p>Represents the platform's native rendering surface.</p>
<p>Represents the platform&#x27;s native rendering surface.</p>
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
</div>
<div class='classdoc'>
@@ -847,7 +847,7 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
@@ -944,7 +944,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
<ul>
<li><strong>assets</strong>
<ul>
<li>Array of strings containing URL's of required assets.</li>
<li>Array of strings containing URL&#x27;s of required assets.</li>
</ul>
</li>
<li><strong>onDone</strong>
@@ -954,7 +954,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
</li>
<li><strong>onFetched</strong>
<ul>
<li>optional callback that's invoked after each asset is downloaded.</li>
<li>optional callback that&#x27;s invoked after each asset is downloaded.</li>
</ul>
</li>
</ul>
@@ -1001,7 +1001,7 @@ useful for compressed textures. For example, some platforms accept ETC and other
<ul>
<li><strong>assets</strong>
<ul>
<li>Array of strings containing URL's of required assets.</li>
<li>Array of strings containing URL&#x27;s of required assets.</li>
</ul>
</li>
<li><strong>onready</strong>
@@ -1010,12 +1010,12 @@ useful for compressed textures. For example, some platforms accept ETC and other
</ul>
</li>
</ul>
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
<p>All JavaScript clients must call the init function, passing in a list of asset URL&#x27;s and a
callback. This callback gets invoked only after all assets have been downloaded and the Filament
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
WebAssembly module has been loaded. Clients should only pass asset URL&#x27;s that absolutely must
be ready at initialization time.
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
object, which contains a mapping from URL's to Uint8Array objects.</p>
object, which contains a mapping from URL&#x27;s to Uint8Array objects.</p>
</div>
<div class='funcdoc'>
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
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+157 -157
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@@ -10,7 +10,7 @@
textures.</p>
<p>For starters, create a text file called <code>redball.html</code> and copy over the HTML that we used in the
<a href="tutorial_triangle.html">previous tutorial</a>. Change the last script tag from <code>triangle.js</code> to <code>redball.js</code>.</p>
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
<p>Next you&#x27;ll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
appropriate <a href="//github.com/google/filament/releases">Filament release</a>. You should choose the
archive that corresponds to your development machine rather than the one for web, and the version
that matches the <code>unpkg.com/filament@x.x.x</code> url in the script tag of <code>redball.html</code> (you may check
@@ -19,7 +19,7 @@ out the last available release of <a href="https://www.npmjs.com/package/filamen
<p>The <code>matc</code> tool consumes a text file containing a high-level description of a PBR material, and
produces a binary material package that contains shader code and associated metadata. For more
information, see the official document describing the <a href="https://google.github.io/filament/Materials.md.html">Filament Material System</a>.</p>
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
<p>Let&#x27;s try out <code>matc</code>. Create the following file in your favorite text editor and call it
<code>plastic.mat</code>.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
name : Lit,
@@ -44,16 +44,16 @@ fragment {
</pre></div>
<p>Next, invoke <code>matc</code> as follows.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>plastic.filamat<span style="color: #BBB"> </span>plastic.mat
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o plastic.filamat plastic.mat
</pre></div>
<p>You should now have a material archive in your working directory, which we'll use later in the
<p>You should now have a material archive in your working directory, which we&#x27;ll use later in the
tutorial.</p>
<h2>Bake environment map</h2>
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
<p>Next we&#x27;ll use Filament&#x27;s <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
produce two cubemap files: a mipmapped IBL and a blurry skybox.</p>
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/pillars_2k.hdr">pillars_2k.hdr</a>, then invoke the following command in your terminal.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>pillars_2k<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>pillars_2k.hdr
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen -x pillars_2k --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 pillars_2k.hdr
</pre></div>
<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
@@ -61,84 +61,84 @@ well as a text file with spherical harmonics coefficients. You can discard the t
IBL KTX contains these coefficients in its metadata.</p>
<h2>Create JavaScript</h2>
<p>Next, create <code>redball.js</code> with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;pillars_2k&#39;</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;plastic.filamat&#39;</span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;pillars_2k&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;plastic.filamat&#39;</span><span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>ibl_url,<span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer$IndexType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.LightType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.LightManager$Type;
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer$IndexType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.LightType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.LightManager$Type;<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(canvas);
}<span style="color: #BBB"> </span>);
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(canvas);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
<span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span><span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">10000</span>;
<span style="color: #BBB"> </span>vec3.rotateY(eye,<span style="color: #BBB"> </span>eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>radians);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">10000</span>;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>vec3.rotateY(eye,<span style="color: #bbbbbb"> </span>eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>radians);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>Fov.VERTICAL);
<span style="color: #BBB"> </span>}
}
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>Fov.VERTICAL);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
</pre></div>
<p>The above boilerplate should be familiar to you from the previous tutorial, although it loads in a
new set of assets. We also added some animation to the camera.</p>
<p>Next let's create a material instance from the package that we built at the beginning the tutorial.
<p>Next let&#x27;s create a material instance from the package that we built at the beginning the tutorial.
Replace the <strong>create material</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(filamat_url);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>red<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0.8</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>];
matinstance.setColor3Parameter(<span style="color: #BA2121">&#39;baseColor&#39;</span>,<span style="color: #BBB"> </span>Filament.RgbType.sRGB,<span style="color: #BBB"> </span>red);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">0.5</span>);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoat&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoatRoughness&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">0.3</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>red<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.8</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>];<span style="color: #bbbbbb"></span>
matinstance.setColor3Parameter(<span style="color: #BA2121">&#39;baseColor&#39;</span>,<span style="color: #bbbbbb"> </span>Filament.RgbType.sRGB,<span style="color: #bbbbbb"> </span>red);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoat&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoatRoughness&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.3</span>);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
<p>The next step is to create a renderable for the sphere. To help with this, we&#x27;ll use the <code>IcoSphere</code>
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
three arrays:</p>
<ul>
@@ -147,137 +147,137 @@ three arrays:</p>
as quaternions.</li>
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
</ul>
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
<p>Let&#x27;s go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
sphere</strong> with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>renderable<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(renderable);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>renderable<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(renderable);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>icosphere<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.IcoSphere(<span style="color: #666">5</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>icosphere<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.IcoSphere(<span style="color: #666666">5</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
<span style="color: #BBB"> </span>.vertexCount(icosphere.vertices.length<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT3,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.SHORT4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
<span style="color: #BBB"> </span>.normalized(VertexAttribute.TANGENTS)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.vertexCount(icosphere.vertices.length<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.SHORT4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
<span style="color: #BBB"> </span>.indexCount(icosphere.triangles.length)
<span style="color: #BBB"> </span>.bufferType(IndexType.USHORT)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.indexCount(icosphere.triangles.length)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>icosphere.vertices);
vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>icosphere.tangents);
ib.setBuffer(engine,<span style="color: #BBB"> </span>icosphere.triangles);
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>icosphere.vertices);<span style="color: #bbbbbb"></span>
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>icosphere.tangents);<span style="color: #bbbbbb"></span>
ib.setBuffer(engine,<span style="color: #bbbbbb"> </span>icosphere.triangles);<span style="color: #bbbbbb"></span>
Filament.RenderableManager.Builder(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinstance)
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span>vb,<span style="color: #BBB"> </span>ib)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>renderable);
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinstance)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span>vb,<span style="color: #bbbbbb"> </span>ib)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>renderable);<span style="color: #bbbbbb"></span>
</pre></div>
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
<p>At this point, the app is rendering a sphere, but it is black so it doesn&#x27;t show up. To prove that
the sphere is there, you can try changing the background color to blue via <code>setClearColor</code>, like we
did in the first tutorial.</p>
<h2>Add lighting</h2>
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
defined by one of the KTX files we built at the start of the demo. First, replace the <strong>create
lights</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sunlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(sunlight);
Filament.LightManager.Builder(LightType.SUN)
<span style="color: #BBB"> </span>.color([<span style="color: #666">0.98</span>,<span style="color: #BBB"> </span><span style="color: #666">0.92</span>,<span style="color: #BBB"> </span><span style="color: #666">0.89</span>])
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">110000.0</span>)
<span style="color: #BBB"> </span>.direction([<span style="color: #666">0.6</span>,<span style="color: #BBB"> </span><span style="color: #666">-1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">-0.8</span>])
<span style="color: #BBB"> </span>.sunAngularRadius(<span style="color: #666">1.9</span>)
<span style="color: #BBB"> </span>.sunHaloSize(<span style="color: #666">10.0</span>)
<span style="color: #BBB"> </span>.sunHaloFalloff(<span style="color: #666">80.0</span>)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>sunlight);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(sunlight);<span style="color: #bbbbbb"></span>
Filament.LightManager.Builder(LightType.SUN)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.color([<span style="color: #666666">0.98</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.92</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.89</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">110000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">0.6</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-0.8</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunAngularRadius(<span style="color: #666666">1.9</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunHaloSize(<span style="color: #666666">10.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunHaloFalloff(<span style="color: #666666">80.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>sunlight);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>backlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(backlight);
Filament.LightManager.Builder(LightType.DIRECTIONAL)
<span style="color: #BBB"> </span>.direction([<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>])
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>backlight);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>backlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(backlight);<span style="color: #bbbbbb"></span>
Filament.LightManager.Builder(LightType.DIRECTIONAL)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>backlight);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The <code>SUN</code> light source is similar to the <code>DIRECTIONAL</code> light source, but has some extra
parameters because Filament will automatically draw a disk into the skybox.</p>
<p>Next we need to create an <code>IndirectLight</code> object from the KTX IBL. One way of doing this is the
following (don't type this out, there's an easier way).</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>format<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataFormat.RGB;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>datatype<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;
following (don&#x27;t type this out, there&#x27;s an easier way).</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>format<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataFormat.RGB;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>datatype<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[ibl_url]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>iblktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(ibl_package);
<span style="color: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[ibl_url]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>iblktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(ibl_package);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibltex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
<span style="color: #BBB"> </span>.width(iblktx.info().pixelWidth)
<span style="color: #BBB"> </span>.height(iblktx.info().pixelHeight)
<span style="color: #BBB"> </span>.levels(iblktx.getNumMipLevels())
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibltex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.width(iblktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.height(iblktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.levels(iblktx.getNumMipLevels())<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">for</span><span style="color: #BBB"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666">&lt;</span><span style="color: #BBB"> </span>iblktx.getNumMipLevels();<span style="color: #BBB"> </span><span style="color: #666">++</span>level)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getCubeBlob(level).getBytes();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
<span style="color: #BBB"> </span>ibltex.setImageCube(engine,<span style="color: #BBB"> </span>level,<span style="color: #BBB"> </span>pixelbuffer);
}
<span style="color: #008000; font-weight: bold">for</span><span style="color: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">&lt;</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getCubeBlob(level).getBytes();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>ibltex.setImageCube(engine,<span style="color: #bbbbbb"> </span>level,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>shstring<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getMetadata(<span style="color: #BA2121">&#39;sh&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>shfloats<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #BBB"> </span><span style="color: #666">9</span><span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">3</span>).map(<span style="color: #008000">parseFloat</span>);
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">&#39;sh&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shfloats<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">9</span><span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>).map(<span style="color: #008000">parseFloat</span>);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Build the IBL object and insert it into the scene.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndirectLight.Builder()
<span style="color: #BBB"> </span>.reflections(ibltex)
<span style="color: #BBB"> </span>.irradianceSh(<span style="color: #666">3</span>,<span style="color: #BBB"> </span>shfloats)
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #3D7B7B; font-style: italic">// Build the IBL object and insert it into the scene.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndirectLight.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.reflections(ibltex)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.irradianceSh(<span style="color: #666666">3</span>,<span style="color: #bbbbbb"> </span>shfloats)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
scene.setIndirectLight(indirectLight);
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
</pre></div>
<p>Filament provides a JavaScript utility to make this simpler,
simply replace the <strong>create IBL</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createIblFromKtx1(ibl_url);
indirectLight.setIntensity(<span style="color: #666">50000</span>);
scene.setIndirectLight(indirectLight);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
indirectLight.setIntensity(<span style="color: #666666">50000</span>);<span style="color: #bbbbbb"></span>
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
</pre></div>
<h2>Add background</h2>
<p>At this point you can run the demo and you should see a red plastic ball against a black background.
Without a skybox, the reflections on the ball are not representative of its surroundings.
Here's one way to create a texture for the skybox:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[sky_url]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skyktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(sky_package);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skytex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
<span style="color: #BBB"> </span>.width(skyktx.info().pixelWidth)
<span style="color: #BBB"> </span>.height(skyktx.info().pixelHeight)
<span style="color: #BBB"> </span>.levels(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
<span style="color: #BBB"> </span>.build(engine);
Here&#x27;s one way to create a texture for the skybox:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[sky_url]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skyktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(sky_package);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skytex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.width(skyktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>skyktx.getCubeBlob(<span style="color: #666">0</span>).getBytes();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
skytex.setImageCube(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>pixelbuffer);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>skyktx.getCubeBlob(<span style="color: #666666">0</span>).getBytes();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
skytex.setImageCube(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
</pre></div>
<p>Filament provides a Javascript utility to make this easier.
Replace <strong>create skybox</strong> with the following.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSkyFromKtx1(sky_url);
scene.setSkybox(skybox);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSkyFromKtx1(sky_url);<span style="color: #bbbbbb"></span>
scene.setSkybox(skybox);<span style="color: #bbbbbb"></span>
</pre></div>
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
<p>That&#x27;s it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
available <a href="tutorial_redball.js">here</a>.</p>
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we&#x27;ll take a closer look at textures and interaction.</p>
</body>
</html>
+121 -121
View File
@@ -8,58 +8,58 @@
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">&#x1F517;</a></div>
<p>This tutorial will describe how to create the <strong>suzanne</strong> demo, introducing you to compressed
textures, mipmap generation, asynchronous texture loading, and trackball rotation.</p>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you&#x27;ll need to use the command-line tools that can be found in
the appropriate <a href="//github.com/google/filament/releases">Filament release</a> for your development machine. In addition to <code>matc</code> and <code>cmgen</code>,
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
we&#x27;ll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
<h2>Create filamesh file</h2>
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
called <code>filamesh</code> for simple use cases. Let&#x27;s create a compressed filamesh file for suzanne by
converting <a href="https://github.com/google/filament/blob/main/assets/models/monkey/monkey.obj">this OBJ file</a>:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh<span style="color: #BBB"> </span>--compress<span style="color: #BBB"> </span>monkey.obj<span style="color: #BBB"> </span>suzanne.filamesh
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh --compress monkey.obj suzanne.filamesh
</pre></div>
<h2>Create mipmapped textures</h2>
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
<p>Next, let&#x27;s create mipmapped KTX files using filament&#x27;s <code>mipgen</code> tool. We&#x27;ll create compressed and
non-compressed variants for each texture, since not all platforms support the same compression
formats. First copy over the PNG files from the <a href="https://github.com/google/filament/blob/main/assets/models/monkey">monkey folder</a>, then do:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color</span>
mipgen<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
mipgen<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
mipgen albedo.png albedo.ktx2
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png albedo.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc_normals<span style="color: #BBB"> </span><span style="color: #AA5D1F; font-weight: bold">\</span>
<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx2
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear normal.png normal.ktx
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear --compression<span style="color: #666666">=</span>uastc_normals <span style="color: #AA5D1F; font-weight: bold">\</span>
normal.png normal.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx2
mipgen --grayscale roughness.png roughness.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc roughness.png roughness.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx2
mipgen --grayscale metallic.png metallic.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc metallic.png metallic.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx2
mipgen --grayscale ao.png ao.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc ao.png ao.ktx2
</pre></div>
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
<p>For more information on mipgen&#x27;s arguments and supported formats, do <code>mipgen --help</code>.</p>
<p>In a production setting, you&#x27;d want to invoke these commands with a script or build system.</p>
<h2>Bake environment map</h2>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament&#x27;s <code>cmgen</code> tool to produce cubemap files.</p>
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/venetian_crossroads_2k.hdr">venetian_crossroads_2k.hdr</a>, then invoke the following commands in your terminal.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=64</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
<span style="color: #008000">cd</span><span style="color: #BBB"> </span>venetian*<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span>mv<span style="color: #BBB"> </span>venetian*_ibl.ktx<span style="color: #BBB"> </span>venetian_crossroads_2k_skybox_tiny.ktx<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span><span style="color: #008000">cd</span><span style="color: #BBB"> </span>-
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=64</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
<span style="color: #008000">cd</span> venetian* ; mv venetian*_ibl.ktx venetian_crossroads_2k_skybox_tiny.ktx ; <span style="color: #008000">cd</span> -
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
</pre></div>
<h2>Define textured material</h2>
<p>You might recall the <code>filamat</code> file we generated in the previous tutorial for red plastic. For this
demo, we'll create a material that uses textures for several parameters.</p>
demo, we&#x27;ll create a material that uses textures for several parameters.</p>
<p>Create the following text file and call it <code>textured.mat</code>. Note that our material definition now
requires a <code>uv0</code> attribute.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
@@ -90,7 +90,7 @@ fragment {
</pre></div>
<p>Next, invoke <code>matc</code> as follows.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>textured.filamat<span style="color: #BBB"> </span>textured.mat
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o textured.filamat textured.mat
</pre></div>
<p>You should now have a material archive in your working directory. For the suzanne asset, the normal
@@ -100,65 +100,65 @@ materials, consult the official document describing the <a href="https://google.
<p>Create a text file called <code>suzanne.html</code> and copy over the HTML that we used in the <a href="tutorial_redball.html">previous
tutorial</a>. Change the last script tag from <code>redball.js</code> to <code>suzanne.js</code>. Next, create <code>suzanne.js</code>
with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span><span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>filamesh_url,<span style="color: #BBB"> </span>sky_small_url,<span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>]);
});
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>filamesh_url,<span style="color: #bbbbbb"> </span>sky_small_url,<span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>]);<span style="color: #bbbbbb"></span>
});<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();
<span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>filamesh.renderable;
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>filamesh.renderable;<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span><span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov,<span style="color: #BBB"> </span>fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">&lt;</span><span style="color: #BBB"> </span><span style="color: #666">1</span><span style="color: #BBB"> </span><span style="color: #666">?</span><span style="color: #BBB"> </span>Fov.HORIZONTAL<span style="color: #BBB"> </span><span style="color: #666">:</span><span style="color: #BBB"> </span>Fov.VERTICAL;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>fov);
<span style="color: #BBB"> </span>}
}
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">&lt;</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
</pre></div>
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We&#x27;ll download
the other assets after construction. By using a progressive loading strategy, we can reduce the
perceived load time.</p>
<p>Next we need to supply the URLs for various assets. This is actually a bit tricky, because different
@@ -171,85 +171,85 @@ string -- which might be empty.</p>
<p>In our case, we know that our web server will have <code>astc</code> and <code>s3tc</code> variants for albedo, and <code>etc</code>
variants for the other textures. The uncompressed variants (empty string) are always available as a
last resort. Go ahead and replace the <strong>declare asset URLs</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;astc s3tc_srgb&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>texture_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;etc&#39;</span>);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;astc s3tc_srgb&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>texture_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;etc&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;venetian_crossroads_2k&#39;</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_small_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_large_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;textured.filamat&#39;</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;suzanne.filamesh&#39;</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;venetian_crossroads_2k&#39;</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_small_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_large_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;textured.filamat&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;suzanne.filamesh&#39;</span>;<span style="color: #bbbbbb"></span>
</pre></div>
<h2>Create skybox and IBL</h2>
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666">100000</span>);
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);
<p>Next, let&#x27;s create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">100000</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);<span style="color: #bbbbbb"></span>
</pre></div>
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
loading in.</p>
<h2>Fetch assets asychronously</h2>
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
<p>Next we&#x27;ll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
very similar to <code>Filament.init</code>. It takes a list of asset URLs and a callback function that triggers
when the assets have finished downloading.</p>
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
<p>In our callback, we&#x27;ll make several <code>setTextureParameter</code> calls on the material instance, then we&#x27;ll
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
was created in the app constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #BBB"> </span>albedo_url,<span style="color: #BBB"> </span>roughness_url,<span style="color: #BBB"> </span>metallic_url,<span style="color: #BBB"> </span>normal_url,<span style="color: #BBB"> </span>ao_url],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #BBB"> </span>{srgb<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sampler<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.TextureSampler(
<span style="color: #BBB"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
<span style="color: #BBB"> </span>Filament.MagFilter.LINEAR,
<span style="color: #BBB"> </span>Filament.WrapMode.CLAMP_TO_EDGE);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;albedo&#39;</span>,<span style="color: #BBB"> </span>albedo,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #BBB"> </span>roughness,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;metallic&#39;</span>,<span style="color: #BBB"> </span>metallic,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;normal&#39;</span>,<span style="color: #BBB"> </span>normal,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;ao&#39;</span>,<span style="color: #BBB"> </span>ao,<span style="color: #BBB"> </span>sampler);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;albedo&#39;</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;metallic&#39;</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;normal&#39;</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;ao&#39;</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
});
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
});<span style="color: #bbbbbb"></span>
</pre></div>
<h2>Introduce trackball rotation</h2>
<p>Add the following script tag to your HTML file. This imports a small third-party library that
listens for drag events and computes a rotation matrix.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gltumble&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gltumble&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
</pre></div>
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
two code snippets.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Trackball(canvas,<span style="color: #BBB"> </span>{startSpin<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #666">0.035</span>});
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Trackball(canvas,<span style="color: #bbbbbb"> </span>{startSpin<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0.035</span>});<span style="color: #bbbbbb"></span>
</pre></div>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
tcm.setTransform(inst,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());<span style="color: #bbbbbb"></span>
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
</pre></div>
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
<p>That&#x27;s it, we now have a fast-loading interactive demo. The complete JavaScript file is available
<a href="tutorial_suzanne.js">here</a>.</p>
</body>
+110 -110
View File
@@ -8,30 +8,30 @@
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">&#x1F517;</a></div>
<h2>Literate programming</h2>
<p>The markdown source for this tutorial is not only used to generate this
web page, it's also used to generate the JavaScript for the above demo.
web page, it&#x27;s also used to generate the JavaScript for the above demo.
We use a small Python script for weaving (generating HTML) and tangling
(generating JS). In the code samples, you'll often see
(generating JS). In the code samples, you&#x27;ll often see
<code>// TODO: &lt;some task&gt;</code>. These are special markers that get replaced by
subsequent code blocks.</p>
<h2>Start your project</h2>
<p>First, create a text file called <code>triangle.html</code> and fill it with the following HTML. This creates
a mobile-friendly page with a full-screen canvas.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #9C6500">&lt;!DOCTYPE html&gt;</span>
&lt;<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;en&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;en&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">head</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">title</span>&gt;Filament Tutorial&lt;/<span style="color: #008000; font-weight: bold">title</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;utf-8&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;viewport&quot;</span> <span style="color: #687822">content</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;width=device-width,user-scalable=no,initial-scale=1&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">style</span>&gt;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span>touch-action:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>&lt;/<span style="color: #008000; font-weight: bold">style</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;utf-8&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;viewport&quot;</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;width=device-width,user-scalable=no,initial-scale=1&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">style</span>&gt;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span>touch-action:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>&lt;/<span style="color: #008000; font-weight: bold">style</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">head</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">body</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">canvas</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">canvas</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;filament.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gl-matrix@2.8.1&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;triangle.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;filament.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gl-matrix@2.8.1&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;triangle.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">body</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">html</span>&gt;
</pre></div>
@@ -48,63 +48,63 @@ a mobile-friendly page with a full-screen canvas.</p>
<li><code>triangle.js</code> will contain your application code.</li>
</ul>
<p>Go ahead and create <code>triangle.js</code> with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span>
<span style="color: #BBB"> </span>}
}
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App()<span style="color: #BBB"> </span>}<span style="color: #BBB"> </span>);
Filament.init([<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App()<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
events.</p>
<p><code>Filament.init()</code> consumes two things: a list of asset URLs and a callback.</p>
<p>The callback will be triggered only after all assets finish downloading and the Filament module has
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
become ready. In our callback, we simply instantiated the <code>App</code> object, since we&#x27;ll do most of the
work in its constructor. We also set the app instance into a <code>Window</code> property to make it accessible
from the developer console.</p>
<p>Go ahead and download <a href="triangle.filamat">triangle.filamat</a> and place it in your project folder.
This is a <em>material package</em>, which is a binary file that contains shaders and other bits of data
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
that define a PBR material. We&#x27;ll learn more about material packages in the next tutorial.</p>
<h2>Spawn a local server</h2>
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
file system. One way around this is to create a temporary server using Python or node:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>http.server<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 3</span>
python<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>SimpleHTTPServer<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
npx<span style="color: #BBB"> </span>http-server<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span><span style="color: #666">8000</span><span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># nodejs</span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3 -m http.server <span style="color: #3D7B7B; font-style: italic"># Python 3</span>
python -m SimpleHTTPServer <span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
npx http-server -p <span style="color: #666666">8000</span> <span style="color: #3D7B7B; font-style: italic"># nodejs</span>
</pre></div>
<p>To see if this works, navigate to <a href="http://localhost:8000">http://localhost:8000</a> and check if you
can load the page without any errors appearing in the developer console.</p>
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
<p>Take care not to use Python&#x27;s simple server in production since it does not serve WebAssembly files
with the correct MIME type.</p>
<h2>Create the Engine and Scene</h2>
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
<p>We now have a basic skeleton that can respond to paint and resize events. Let&#x27;s start adding
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>];
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
canvas in order to create a WebGL 2.0 context in its contructor.</p>
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
entities. Let&#x27;s go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
scene.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
</pre></div>
<p>Filament uses an <a href="//en.wikipedia.org/wiki/Entity-component-system">Entity-Component System</a>.
@@ -112,30 +112,30 @@ The triangle entity in the above snippet does not yet have an associated compone
tutorial we will make it into a <em>renderable</em>. Renderables are entities that have associated draw
calls.</p>
<h2>Construct typed arrays</h2>
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
<p>Next we&#x27;ll create two typed arrays: a positions array with XY coordinates for each vertex, and a
colors array with a 32-bit word for each vertex.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>TRIANGLE_POSITIONS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Float32Array</span>([
<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
]);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Float32Array</span>([<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>TRIANGLE_COLORS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666">0xffff0000</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff00ff00</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff0000ff</span>]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_COLORS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666666">0xffff0000</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff00ff00</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff0000ff</span>]);<span style="color: #bbbbbb"></span>
</pre></div>
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
<span style="color: #BBB"> </span>.vertexCount(<span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT2,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">8</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.UBYTE4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>)
<span style="color: #BBB"> </span>.normalized(VertexAttribute.COLOR)
<span style="color: #BBB"> </span>.build(engine);
<p>Next we&#x27;ll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.UBYTE4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>TRIANGLE_POSITIONS);
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>TRIANGLE_COLORS);
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_COLORS);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
@@ -147,74 +147,74 @@ self-documenting.</p>
<p>Our app sets up two buffer slots in the vertex buffer, and each slot is associated with a single
attribute. Alternatively, we could have interleaved or concatenated these attributes into a single
buffer slot.</p>
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
<p>Next we&#x27;ll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
the integers 0,1,2.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
<span style="color: #BBB"> </span>.indexCount(<span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
<span style="color: #BBB"> </span>.build(engine);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.ib.setBuffer(engine,<span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">2</span>]));
<span style="color: #008000; font-weight: bold">this</span>.ib.setBuffer(engine,<span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">2</span>]));<span style="color: #bbbbbb"></span>
</pre></div>
<p>Note that constructing an index buffer is similar to constructing a vertex buffer, but it only has
one buffer slot, and it can only contain two types of data (USHORT or UINT).</p>
<h2>Finish up initialization</h2>
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
<p>Next let&#x27;s construct an actual <code>Material</code> from the material package that was downloaded (the
material is an object; the package is just a binary blob), then extract the default
<code>MaterialInstance</code> from the material object. Material instances have concrete values for their
parameters, and they can be bound to renderables. We'll learn more about material instances in the
parameters, and they can be bound to renderables. We&#x27;ll learn more about material instances in the
next tutorial.</p>
<p>After extracting the material instance, we can finally create a renderable component for the
triangle by setting up a bounding box and passing in the vertex and index buffers.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>mat<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat.getDefaultInstance();
Filament.RenderableManager.Builder(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinst)
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>mat<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat.getDefaultInstance();<span style="color: #bbbbbb"></span>
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
</pre></div>
<p>Next let's wrap up the initialization routine by creating the swap chain, renderer, camera, and
<p>Next let&#x27;s wrap up the initialization routine by creating the swap chain, renderer, camera, and
view.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.1</span>,<span style="color: #BBB"> </span><span style="color: #666">0.2</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>],<span style="color: #BBB"> </span>clear<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.2</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>],<span style="color: #bbbbbb"> </span>clear<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span>
<span style="color: #008000; font-weight: bold">this</span>.resize();
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
</pre></div>
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
<p>At this point, we&#x27;re done creating all Filament entities, and the code should run without errors.
However the canvas is still blank!</p>
<h2>Render and resize handlers</h2>
<p>Recall that our App class has a skeletal render method, which the browser calls every time it needs
to repaint. Often this is 60 times a second.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
}
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
</pre></div>
<p>Let's flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
<p>Let&#x27;s flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
code to the top of the render method.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">1000</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>transform<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat4.fromRotation(mat4.create(),<span style="color: #BBB"> </span>radians,<span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);
tcm.setTransform(inst,<span style="color: #BBB"> </span>transform);
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1000</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>transform<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat4.fromRotation(mat4.create(),<span style="color: #bbbbbb"> </span>radians,<span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span>transform);<span style="color: #bbbbbb"></span>
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Render the frame.</span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
<span style="color: #3D7B7B; font-style: italic">// Render the frame.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
</pre></div>
<p>The first half of our render method obtains the transform component of the triangle entity and uses
@@ -225,19 +225,19 @@ that it wants to skip a frame, hence the <code>if</code> statement.</p>
<p>One last step. Add the following code to the resize method. This adjusts the resolution of the
rendering surface when the window size changes, taking <code>devicePixelRatio</code> into account for high-DPI
displays. It also adjusts the camera frustum accordingly.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Projection<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Projection;
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #BBB"> </span><span style="color: #666">-</span>aspect,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Projection;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);<span style="color: #bbbbbb"></span>
</pre></div>
<p>You should now have a spinning triangle! The completed JavaScript is available
<a href="tutorial_triangle.js">here</a>.</p>
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we&#x27;ll take a closer look at Filament materials and 3D rendering.</p>
</body>
</html>
+32 -110
View File
@@ -5,18 +5,6 @@ set(TARGET backend)
set(PUBLIC_HDR_DIR include)
set(GENERATION_ROOT ${CMAKE_CURRENT_BINARY_DIR})
# ==================================================================================================
# Compilation options
# ==================================================================================================
#
set(BACKEND_SANITIZATION "" CACHE STRING "Sanitization option")
set_property(CACHE BACKEND_SANITIZATION PROPERTY STRINGS ";ASAN")
set(BACKEND_SANITIZERS)
if (BACKEND_SANITIZATION STREQUAL "ASAN")
set(BACKEND_SANITIZERS -fsanitize=address)
endif()
# ==================================================================================================
# Sources and headers
# ==================================================================================================
@@ -120,12 +108,8 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3)
list(APPEND SRCS src/opengl/platforms/PlatformCocoaTouchGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaTouchExternalImage.mm)
elseif (APPLE)
if (FILAMENT_SUPPORTS_OSMESA)
list(APPEND SRCS src/opengl/platforms/PlatformOSMesa.cpp)
else()
list(APPEND SRCS src/opengl/platforms/PlatformCocoaGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaExternalImage.mm)
endif()
list(APPEND SRCS src/opengl/platforms/PlatformCocoaGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaExternalImage.mm)
elseif (WEBGL)
list(APPEND SRCS src/opengl/platforms/PlatformWebGL.cpp)
elseif (LINUX)
@@ -189,6 +173,27 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
list(APPEND SRCS
include/backend/platforms/VulkanPlatform.h
src/vulkan/caching/VulkanDescriptorSetManager.cpp
src/vulkan/caching/VulkanDescriptorSetManager.h
src/vulkan/caching/VulkanPipelineLayoutCache.cpp
src/vulkan/caching/VulkanPipelineLayoutCache.h
src/vulkan/memory/ResourceManager.cpp
src/vulkan/memory/ResourceManager.h
src/vulkan/memory/ResourcePointer.h
src/vulkan/memory/Resource.cpp
src/vulkan/memory/Resource.h
src/vulkan/platform/VulkanPlatform.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
src/vulkan/utils/Conversion.cpp
src/vulkan/utils/Conversion.h
src/vulkan/utils/Definitions.h
src/vulkan/utils/Helper.h
src/vulkan/utils/Image.h
src/vulkan/utils/Image.cpp
src/vulkan/utils/Spirv.h
src/vulkan/utils/Spirv.cpp
src/vulkan/utils/StaticVector.h
src/vulkan/VulkanAsyncHandles.h
src/vulkan/VulkanBlitter.cpp
src/vulkan/VulkanBlitter.h
@@ -199,56 +204,29 @@ if (FILAMENT_SUPPORTS_VULKAN)
src/vulkan/VulkanConstants.h
src/vulkan/VulkanContext.cpp
src/vulkan/VulkanContext.h
src/vulkan/VulkanDescriptorSetCache.cpp
src/vulkan/VulkanDescriptorSetCache.h
src/vulkan/VulkanDescriptorSetLayoutCache.cpp
src/vulkan/VulkanDescriptorSetLayoutCache.h
src/vulkan/VulkanDriver.cpp
src/vulkan/VulkanDriver.h
src/vulkan/VulkanDriverFactory.h
src/vulkan/VulkanExternalImageManager.cpp
src/vulkan/VulkanExternalImageManager.h
src/vulkan/VulkanFboCache.cpp
src/vulkan/VulkanFboCache.h
src/vulkan/VulkanHandles.cpp
src/vulkan/VulkanHandles.h
src/vulkan/VulkanMemory.cpp
src/vulkan/VulkanMemory.h
src/vulkan/VulkanMemory.cpp
src/vulkan/VulkanPipelineCache.cpp
src/vulkan/VulkanPipelineCache.h
src/vulkan/VulkanPipelineLayoutCache.cpp
src/vulkan/VulkanPipelineLayoutCache.h
src/vulkan/VulkanQueryManager.cpp
src/vulkan/VulkanQueryManager.h
src/vulkan/VulkanReadPixels.cpp
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanSamplerCache.cpp
src/vulkan/VulkanSamplerCache.h
src/vulkan/VulkanStagePool.cpp
src/vulkan/VulkanStagePool.h
src/vulkan/VulkanSwapChain.cpp
src/vulkan/VulkanSwapChain.h
src/vulkan/VulkanReadPixels.cpp
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanTexture.cpp
src/vulkan/VulkanTexture.h
src/vulkan/VulkanYcbcrConversionCache.cpp
src/vulkan/VulkanYcbcrConversionCache.h
src/vulkan/memory/Resource.cpp
src/vulkan/memory/Resource.h
src/vulkan/memory/ResourceManager.cpp
src/vulkan/memory/ResourceManager.h
src/vulkan/memory/ResourcePointer.h
src/vulkan/platform/VulkanPlatform.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
src/vulkan/utils/Conversion.cpp
src/vulkan/utils/Conversion.h
src/vulkan/utils/Definitions.h
src/vulkan/utils/Helper.h
src/vulkan/utils/Image.cpp
src/vulkan/utils/Image.h
src/vulkan/utils/Spirv.cpp
src/vulkan/utils/Spirv.h
src/vulkan/utils/StaticVector.h
)
if (LINUX OR WIN32)
list(APPEND SRCS src/vulkan/platform/VulkanPlatformLinuxWindows.cpp)
@@ -264,38 +242,11 @@ endif()
if (FILAMENT_SUPPORTS_WEBGPU)
list(APPEND SRCS
include/backend/platforms/WebGPUPlatform.h
src/webgpu/platform/WebGPUPlatform.cpp
src/webgpu/WebGPUConstants.h
src/webgpu/WebGPUDriver.cpp
src/webgpu/WebGPUDriver.h
src/webgpu/WebGPUHandles.cpp
src/webgpu/WebGPUHandles.h
src/webgpu/WebGPUPipelineCreation.cpp
src/webgpu/WebGPUPipelineCreation.h
src/webgpu/WebGPUSwapChain.cpp
src/webgpu/WebGPUSwapChain.h
src/webgpu/WGPUProgram.cpp
src/webgpu/WebGPUPlatform.cpp
src/webgpu/WebGPUPlatform.h
)
if (WIN32)
list(APPEND SRCS src/webgpu/platform/WebGPUPlatformWindows.cpp)
elseif (LINUX)
list(APPEND SRCS src/webgpu/platform/WebGPUPlatformLinux.cpp)
elseif (APPLE OR IOS)
list(APPEND SRCS src/webgpu/platform/WebGPUPlatformApple.mm)
elseif (ANDROID)
list(APPEND SRCS src/webgpu/platform/WebGPUPlatformAndroid.cpp)
endif()
if (TNT_DEV)
set(FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING_DEFAULT ON)
else()
set(FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING_DEFAULT OFF)
endif()
option(FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING
"Enable immediate_error_handling for the WebGPU backend Dawn implementation"
${FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING_DEFAULT})
endif()
if (ANDROID)
@@ -325,11 +276,6 @@ target_include_directories(${TARGET} PUBLIC ${PUBLIC_HDR_DIR})
# add this subproject to the Filament folder
set_target_properties(${TARGET} PROPERTIES FOLDER Filament)
# we need to export the headers properly for backend.lib on windows
if (WIN32 AND FILAMENT_SUPPORTS_WEBGPU)
target_compile_definitions(${TARGET} PRIVATE "WGPU_IMPLEMENTATION")
endif()
# ==================================================================================================
# Expose a header-only target to minimize dependencies.
# ==================================================================================================
@@ -450,12 +396,9 @@ set(LINUX_LINKER_OPTIMIZATION_FLAGS
-Wl,--exclude-libs,bluegl
)
if (FILAMENT_SUPPORTS_OSMESA)
if (LINUX)
set(OSMESA_COMPILE_FLAGS -I${FILAMENT_OSMESA_PATH}/include/GL)
elseif (APPLE)
set(OSMESA_COMPILE_FLAGS -I${FILAMENT_OSMESA_PATH}/include)
endif()
if (LINUX AND FILAMENT_SUPPORTS_OSMESA)
set(OSMESA_COMPILE_FLAGS
-I${FILAMENT_OSMESA_PATH}/include/GL)
endif()
if (MSVC)
@@ -484,19 +427,12 @@ target_compile_options(${TARGET} PRIVATE
${OSMESA_COMPILE_FLAGS}
$<$<CONFIG:Release>:${OPTIMIZATION_FLAGS}>
$<$<AND:$<PLATFORM_ID:Darwin>,$<CONFIG:Release>>:${DARWIN_OPTIMIZATION_FLAGS}>
${BACKEND_SANITIZERS}
)
if (FILAMENT_SUPPORTS_METAL)
target_compile_definitions(${TARGET} PRIVATE $<$<BOOL:${FILAMENT_METAL_PROFILING}>:FILAMENT_METAL_PROFILING>)
endif()
if (FILAMENT_SUPPORTS_WEBGPU)
target_compile_definitions(${TARGET} PRIVATE $<$<BOOL:${FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING}>:FILAMENT_WEBGPU_IMMEDIATE_ERROR_HANDLING>)
endif()
target_link_options(${TARGET} PRIVATE ${BACKEND_SANITIZERS})
target_link_libraries(${TARGET} PRIVATE
${OSMESA_LINKER_FLAGS}
$<$<AND:$<PLATFORM_ID:Linux>,$<CONFIG:Release>>:${LINUX_LINKER_OPTIMIZATION_FLAGS}>
@@ -525,12 +461,7 @@ if (APPLE OR LINUX)
test/ShaderGenerator.cpp
test/TrianglePrimitive.cpp
test/Arguments.cpp
test/ImageExpectations.cpp
test/Lifetimes.cpp
test/PlatformRunner.cpp
test/Shader.cpp
test/SharedShaders.cpp
test/Skip.cpp
test/test_FeedbackLoops.cpp
test/test_Blit.cpp
test/test_MissingRequiredAttributes.cpp
@@ -546,7 +477,6 @@ if (APPLE OR LINUX)
test/test_Handles.cpp
)
set(BACKEND_TEST_LIBS
absl::str_format
backend
getopt
gtest
@@ -554,9 +484,6 @@ if (APPLE OR LINUX)
filamat
SPIRV
spirv-cross-glsl)
# Create input/output directories for test result images.
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/actual_images)
file(COPY test/expected_images DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/images)
endif()
# TODO: Disabling IOS test due to breakage wrt glslang update
@@ -565,9 +492,7 @@ if (APPLE AND NOT IOS)
list(APPEND BACKEND_TEST_SRC
test/test_RenderExternalImage.cpp)
add_library(backend_test STATIC ${BACKEND_TEST_SRC})
target_link_libraries(backend_test PUBLIC ${BACKEND_TEST_LIBS})
target_compile_options(backend_test PRIVATE ${BACKEND_SANITIZERS})
target_link_options(backend_test PRIVATE ${BACKEND_SANITIZERS})
target_link_libraries(backend_test PRIVATE ${BACKEND_TEST_LIBS})
set(BACKEND_TEST_DEPS
OSDependent
@@ -606,7 +531,6 @@ if (APPLE AND NOT IOS)
# linker from removing "unused" symbols.
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
target_link_options(backend_test_mac PRIVATE ${BACKEND_SANITIZERS})
# This is needed after XCode 15.3
set_target_properties(backend_test_mac PROPERTIES BUILD_WITH_INSTALL_RPATH TRUE)
@@ -616,8 +540,6 @@ endif()
if (LINUX)
add_executable(backend_test_linux test/linux_runner.cpp ${BACKEND_TEST_SRC})
target_compile_options(backend_test_linux PRIVATE ${BACKEND_SANITIZERS})
target_link_options(backend_test_linux PRIVATE ${BACKEND_SANITIZERS})
target_link_libraries(backend_test_linux PRIVATE ${BACKEND_TEST_LIBS})
set_target_properties(backend_test_linux PROPERTIES FOLDER Tests)
endif()
@@ -55,9 +55,4 @@ public:
} // namespace filament::backend
#if !defined(NDEBUG)
utils::io::ostream& operator<<(utils::io::ostream& out,
const filament::backend::BufferObjectStreamDescriptor& b);
#endif
#endif // TNT_FILAMENT_BACKEND_BUFFEROBJECTSTREAMDESCRIPTOR_H
+8 -129
View File
@@ -39,7 +39,6 @@
#include <stddef.h>
#include <stdint.h>
#include <utils/StaticString.h>
/**
* Types and enums used by filament's driver.
@@ -127,10 +126,6 @@ static_assert(MAX_VERTEX_BUFFER_COUNT <= MAX_VERTEX_ATTRIBUTE_COUNT,
static constexpr size_t CONFIG_UNIFORM_BINDING_COUNT = 9; // This is guaranteed by OpenGL ES.
static constexpr size_t CONFIG_SAMPLER_BINDING_COUNT = 4; // This is guaranteed by OpenGL ES.
static constexpr uint8_t EXTERNAL_SAMPLER_DATA_INDEX_UNUSED =
uint8_t(-1);// Case where the descriptor set binding isnt using any external sampler state
// and therefore doesn't have a valid entry.
/**
* Defines the backend's feature levels.
*/
@@ -257,21 +252,21 @@ struct DescriptorSetLayoutBinding {
DescriptorFlags flags = DescriptorFlags::NONE;
uint16_t count = 0;
// TODO: uncomment when needed. Note that this class is used as hash key. We need to ensure
// no uninitialized padding bytes.
// uint8_t externalSamplerDataIndex = EXTERNAL_SAMPLER_DATA_INDEX_UNUSED;
friend inline bool operator==(DescriptorSetLayoutBinding const& lhs,
friend inline bool operator==(
DescriptorSetLayoutBinding const& lhs,
DescriptorSetLayoutBinding const& rhs) noexcept {
return lhs.type == rhs.type &&
lhs.flags == rhs.flags &&
lhs.count == rhs.count &&
lhs.stageFlags == rhs.stageFlags;
// lhs.stageFlags == rhs.stageFlags &&
// lhs.externalSamplerDataIndex == rhs.externalSamplerDataIndex;
}
};
struct DescriptorSetLayout {
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
};
/**
* Bitmask for selecting render buffers
*/
@@ -973,28 +968,8 @@ enum class SamplerCompareFunc : uint8_t {
N //!< Never. The depth / stencil test always fails.
};
//! this API is copied from (and only applies to) the Vulkan spec.
//! These specify YUV to RGB conversions.
enum class SamplerYcbcrModelConversion : uint8_t {
RGB_IDENTITY = 0,
YCBCR_IDENTITY = 1,
YCBCR_709 = 2,
YCBCR_601 = 3,
YCBCR_2020 = 4,
};
enum class SamplerYcbcrRange : uint8_t {
ITU_FULL = 0,
ITU_NARROW = 1,
};
enum class ChromaLocation : uint8_t {
COSITED_EVEN = 0,
MIDPOINT = 1,
};
//! Sampler parameters
struct SamplerParams { // NOLINT
struct SamplerParams { // NOLINT
SamplerMagFilter filterMag : 1; //!< magnification filter (NEAREST)
SamplerMinFilter filterMin : 3; //!< minification filter (NEAREST)
SamplerWrapMode wrapS : 2; //!< s-coordinate wrap mode (CLAMP_TO_EDGE)
@@ -1049,7 +1024,6 @@ private:
return SamplerParams::LessThan{}(lhs, rhs);
}
};
static_assert(sizeof(SamplerParams) == 4);
// The limitation to 64-bits max comes from how we store a SamplerParams in our JNI code
@@ -1057,96 +1031,6 @@ static_assert(sizeof(SamplerParams) == 4);
static_assert(sizeof(SamplerParams) <= sizeof(uint64_t),
"SamplerParams must be no more than 64 bits");
//! Sampler parameters
struct SamplerYcbcrConversion {// NOLINT
SamplerYcbcrModelConversion ycbcrModel : 4;
TextureSwizzle r : 4;
TextureSwizzle g : 4;
TextureSwizzle b : 4;
TextureSwizzle a : 4;
SamplerYcbcrRange ycbcrRange : 1;
ChromaLocation xChromaOffset : 1;
ChromaLocation yChromaOffset : 1;
SamplerMagFilter chromaFilter : 1;
uint8_t padding;
struct Hasher {
size_t operator()(const SamplerYcbcrConversion p) const noexcept {
// we don't use std::hash<> here, so we don't have to include <functional>
return *reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&p));
}
};
struct EqualTo {
bool operator()(SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs) const noexcept {
assert_invariant(lhs.padding == 0);
auto* pLhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&lhs));
auto* pRhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&rhs));
return *pLhs == *pRhs;
}
};
struct LessThan {
bool operator()(SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs) const noexcept {
assert_invariant(lhs.padding == 0);
auto* pLhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&lhs));
auto* pRhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&rhs));
return *pLhs < *pRhs;
}
};
private:
friend inline bool operator == (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
}
friend inline bool operator != (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return !SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
}
friend inline bool operator < (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return SamplerYcbcrConversion::LessThan{}(lhs, rhs);
}
};
static_assert(sizeof(SamplerYcbcrConversion) == 4);
static_assert(sizeof(SamplerYcbcrConversion) <= sizeof(uint64_t),
"SamplerYcbcrConversion must be no more than 64 bits");
struct ExternalSamplerDatum {
ExternalSamplerDatum(SamplerYcbcrConversion ycbcr, SamplerParams spm, uint32_t extFmt)
: YcbcrConversion(ycbcr),
samplerParams(spm),
externalFormat(extFmt) {}
bool operator==(ExternalSamplerDatum const& rhs) const {
return (YcbcrConversion == rhs.YcbcrConversion && samplerParams == rhs.samplerParams &&
externalFormat == rhs.externalFormat);
}
struct EqualTo {
bool operator()(const ExternalSamplerDatum& lhs,
const ExternalSamplerDatum& rhs) const noexcept {
return (lhs.YcbcrConversion == rhs.YcbcrConversion &&
lhs.samplerParams == rhs.samplerParams &&
lhs.externalFormat == rhs.externalFormat);
}
};
SamplerYcbcrConversion YcbcrConversion;
SamplerParams samplerParams;
uint32_t externalFormat;
};
// No implicit padding allowed due to it being a hash key.
static_assert(sizeof(ExternalSamplerDatum) == 12);
struct DescriptorSetLayout {
std::variant<utils::StaticString, utils::CString, std::monostate> label;
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
// TODO: uncomment when needed
// utils::FixedCapacityVector<ExternalSamplerDatum> externalSamplerData;
};
//! blending equation function
enum class BlendEquation : uint8_t {
ADD, //!< the fragment is added to the color buffer
@@ -1457,11 +1341,6 @@ enum class Workaround : uint16_t {
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
// Multiple workarounds needed for PowerVR GPUs
POWER_VR_SHADER_WORKAROUNDS,
// Some browsers, such as Firefox on Mac, struggle with slow shader compile/link times when
// creating programs for the default material, leading to startup stutters. This workaround
// prevents these stutters by not precaching depth variants of the default material for those
// particular browsers.
DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL,
};
using StereoscopicType = backend::Platform::StereoscopicType;
@@ -33,7 +33,7 @@ public:
PlatformCocoaGL();
~PlatformCocoaGL() noexcept override;
ExternalImageHandle UTILS_PUBLIC createExternalImage(void* cvPixelBuffer) noexcept;
ExternalImageHandle createExternalImage(void* cvPixelBuffer) noexcept;
protected:
// --------------------------------------------------------------------------------------------
@@ -32,7 +32,7 @@ public:
PlatformCocoaTouchGL();
~PlatformCocoaTouchGL() noexcept override;
ExternalImageHandle UTILS_PUBLIC createExternalImage(void* cvPixelBuffer) noexcept;
ExternalImageHandle createExternalImage(void* cvPixelBuffer) noexcept;
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -50,7 +50,7 @@ public:
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle UTILS_PUBLIC createExternalImage(EGLImageKHR eglImage) noexcept;
ExternalImageHandle createExternalImage(EGLImageKHR eglImage) noexcept;
protected:
// --------------------------------------------------------------------------------------------
@@ -23,7 +23,6 @@
#include <backend/platforms/PlatformEGL.h>
#include <utils/android/PerformanceHintManager.h>
#include <utils/compiler.h>
#include <chrono>
@@ -44,21 +43,8 @@ public:
PlatformEGLAndroid() noexcept;
~PlatformEGLAndroid() noexcept override;
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle UTILS_PUBLIC createExternalImage(AHardwareBuffer const* buffer, bool sRGB) noexcept;
struct UTILS_PUBLIC ExternalImageDescAndroid {
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
};
ExternalImageDescAndroid UTILS_PUBLIC getExternalImageDesc(ExternalImageHandle externalImage) noexcept;
protected:
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -71,6 +57,11 @@ protected:
Driver* createDriver(void* sharedContext,
const Platform::DriverConfig& driverConfig) noexcept override;
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle createExternalImage(AHardwareBuffer const *buffer, bool sRGB) noexcept;
// --------------------------------------------------------------------------------------------
// OpenGLPlatform Interface
@@ -104,26 +95,15 @@ protected:
*/
AcquiredImage transformAcquiredImage(AcquiredImage source) noexcept override;
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
void destroyExternalImageTexture(ExternalTexture* texture) noexcept override;
bool setExternalImage(ExternalImageHandleRef externalImage, ExternalTexture* texture) noexcept override;
struct ExternalImageEGLAndroid : public ExternalImageEGL {
AHardwareBuffer* aHardwareBuffer = nullptr;
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
bool sRGB = false;
protected:
~ExternalImageEGLAndroid() override;
};
bool setExternalImage(ExternalImageHandleRef externalImage,
ExternalTexture* texture) noexcept override;
bool setImage(ExternalImageEGLAndroid const* eglExternalImage,
ExternalTexture* texture) noexcept;
protected:
bool makeCurrent(ContextType type,
SwapChain* drawSwapChain,
@@ -21,12 +21,7 @@
#include "bluegl/BlueGL.h"
#if defined(__linux__)
#include <osmesa.h>
#elif defined(__APPLE__)
#undef GLAPI
#include <GL/osmesa.h>
#endif
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/DriverEnums.h>
@@ -18,7 +18,6 @@
#define TNT_FILAMENT_BACKEND_PLATFORMS_VULKANPLATFORM_H
#include <backend/Platform.h>
#include <backend/DriverEnums.h>
#include <bluevk/BlueVK.h>
@@ -104,6 +103,10 @@ public:
// Semaphore to be signaled once the image is available.
VkSemaphore imageReadySemaphore = VK_NULL_HANDLE;
// A function called right before vkQueueSubmit. After this call, the image must be
// available. This pointer can be null if imageReadySemaphore is not VK_NULL_HANDLE.
std::function<void(SwapChainPtr handle)> explicitImageReadyWait = nullptr;
};
VulkanPlatform();
@@ -294,16 +297,6 @@ public:
VkQueue getProtectedGraphicsQueue() const noexcept;
struct ExternalImageMetadata {
/**
* The Filament texture format.
*/
TextureFormat filamentFormat;
/**
* The Filament texture usage.
*/
TextureUsage filamentUsage;
/**
* The width of the external image
*/
@@ -314,21 +307,26 @@ public:
*/
uint32_t height;
/**
* The layerCount of the external image
*/
uint32_t layerCount;
/**
* The layer count of the external image
*/
uint32_t layers;
/**
* The numbers of samples per texel
*/
VkSampleCountFlagBits samples;
/**
* The format of the external image
*/
VkFormat format;
/**
* An external buffer can be protected. This tells you if it is.
*/
bool isProtected;
/**
* The type of external format (opaque int) if used.
*/
@@ -348,75 +346,25 @@ public:
* Heap information
*/
uint32_t memoryTypeBits;
/**
* Ycbcr conversion components
*/
VkComponentMapping ycbcrConversionComponents;
/**
* Ycbcr model
*/
VkSamplerYcbcrModelConversion ycbcrModel;
/**
* Ycbcr range
*/
VkSamplerYcbcrRange ycbcrRange;
/**
* Ycbcr x chroma offset
*/
VkChromaLocation xChromaOffset;
/**
* Ycbcr y chroma offset
*/
VkChromaLocation yChromaOffset;
};
virtual ExternalImageMetadata getExternalImageMetadata(ExternalImageHandleRef externalImage);
// Note that the image metadata might change per-frame, hence we need a method for extracting
// it.
virtual ExternalImageMetadata extractExternalImageMetadata(ExternalImageHandleRef image) const {
return {};
}
struct ImageData {
struct Bundle {
VkImage image = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
inline bool valid() const noexcept {
return image != VK_NULL_HANDLE;
}
};
// It's possible for the external image to also have a known VK format. We need to create an
// image for that in case we are not looking to use an external "sampler" with this image.
Bundle internal;
// If we get a externalFormat in the metadata, then we should create an image with
// VK_FORMAT_UNDEFINED
Bundle external;
};
virtual ImageData createVkImageFromExternal(ExternalImageHandleRef image) const {
return {};
}
protected:
virtual ExtensionSet getSwapchainInstanceExtensions() const;
using SurfaceBundle = std::tuple<VkSurfaceKHR, VkExtent2D>;
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept;
using ImageData = std::pair<VkImage, VkDeviceMemory>;
virtual ImageData createExternalImageData(ExternalImageHandleRef externalImage,
const ExternalImageMetadata& metadata);
private:
// Platform dependent helper methods
static ExtensionSet getSwapchainInstanceExtensionsImpl();
static ExtensionSet getSwapchainInstanceExtensions();
static ExternalImageMetadata getExternalImageMetadataImpl(ExternalImageHandleRef externalImage,
VkDevice device);
static ImageData createExternalImageDataImpl(ExternalImageHandleRef externalImage,
VkDevice device, const ExternalImageMetadata& metadata);
// Platform dependent helper methods
static SurfaceBundle createVkSurfaceKHRImpl(void* nativeWindow, VkInstance instance,
using SurfaceBundle = std::tuple<VkSurfaceKHR, VkExtent2D>;
static SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) noexcept;
friend struct VulkanPlatformPrivate;
@@ -17,50 +17,27 @@
#ifndef TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
#define TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
#include <backend/DriverEnums.h>
#include <backend/platforms/VulkanPlatform.h>
#include <backend/Platform.h>
#include <android/hardware_buffer.h>
namespace filament::backend {
namespace filament::backend::fvkandroid {
class VulkanPlatformAndroid : public VulkanPlatform {
public:
ExternalImageHandle UTILS_PUBLIC createExternalImage(AHardwareBuffer const* buffer,
bool sRGB) noexcept;
struct UTILS_PUBLIC ExternalImageDescAndroid {
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
};
ExternalImageDescAndroid UTILS_PUBLIC getExternalImageDesc(
ExternalImageHandleRef externalImage) const noexcept;
virtual ExternalImageMetadata extractExternalImageMetadata(
ExternalImageHandleRef image) const override;
virtual ImageData createVkImageFromExternal(ExternalImageHandleRef image) const override;
struct ExternalImageVulkanAndroid : public Platform::ExternalImage {
AHardwareBuffer* aHardwareBuffer = nullptr;
bool sRGB = false;
unsigned int width; // Texture width
unsigned int height; // Texture height
TextureFormat format; // Texture format
TextureUsage usage; // Texture usage flags
protected:
virtual ExtensionSet getSwapchainInstanceExtensions() const override;
using SurfaceBundle = VulkanPlatform::SurfaceBundle;
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept override;
private:
struct ExternalImageVulkanAndroid : public Platform::ExternalImage {
AHardwareBuffer* aHardwareBuffer = nullptr;
bool sRGB = false;
protected:
~ExternalImageVulkanAndroid() override;
};
~ExternalImageVulkanAndroid() override;
};
}// namespace filament::backend
Platform::ExternalImageHandle createExternalImage(AHardwareBuffer const* buffer,
bool sRGB) noexcept;
#endif// TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
} // namespace filament::backend::fvkandroid
#endif // TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
@@ -1,65 +0,0 @@
/*
* Copyright (C) 2025 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_FILAMENT_BACKEND_PLATFORMS_WEBGPUPLATFORM_H
#define TNT_FILAMENT_BACKEND_PLATFORMS_WEBGPUPLATFORM_H
#include <backend/Platform.h>
#include <webgpu/webgpu_cpp.h>
#include <cstdint>
namespace filament::backend {
/**
* A Platform interface, handling the environment-specific concerns, e.g. OS, for creating a WebGPU
* driver (backend).
*/
class WebGPUPlatform final : public Platform {
public:
WebGPUPlatform();
~WebGPUPlatform() override = default;
[[nodiscard]] int getOSVersion() const noexcept final { return 0; }
[[nodiscard]] wgpu::Instance& getInstance() noexcept { return mInstance; }
// TODO consider that this functionality is not WebGPU-specific, and thus could be
// placed in a generic place and even reused across backends. Alternatively,
// a 3rd party library could be considered. However, this was a simple and
// quick change and works for now.
// gets the size (height and width) of the surface/window
[[nodiscard]] wgpu::Extent2D getSurfaceExtent(void* nativeWindow) const;
// either returns a valid surface or panics
[[nodiscard]] wgpu::Surface createSurface(void* nativeWindow, uint64_t flags);
// either returns a valid adapter or panics
[[nodiscard]] wgpu::Adapter requestAdapter(wgpu::Surface const& surface);
// either returns a valid device or panics
[[nodiscard]] wgpu::Device requestDevice(wgpu::Adapter const& adapter);
protected:
[[nodiscard]] Driver* createDriver(void* sharedContext,
const Platform::DriverConfig& driverConfig) noexcept override;
private:
// we may consider having the driver own this in the future
wgpu::Instance mInstance;
};
}// namespace filament::backend
#endif// TNT_FILAMENT_BACKEND_PLATFORMS_WEBGPUPLATFORM_H
@@ -362,8 +362,6 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedTexturesSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthClampSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
DECL_DRIVER_API_SYNCHRONOUS_N(size_t, getMaxTextureSize, backend::SamplerType, target)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxArrayTextureLayers)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage2, backend::Platform::ExternalImageHandleRef, image)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage, void*, image)
@@ -40,11 +40,9 @@
#include <stddef.h>
#include <stdint.h>
#define HandleAllocatorGL HandleAllocator<32, 96, 184> // ~4520 / pool / MiB
#define HandleAllocatorVK HandleAllocator<64, 160, 312> // ~1820 / pool / MiB
#define HandleAllocatorMTL HandleAllocator<32, 64, 552> // ~1660 / pool / MiB
// TODO WebGPU examine right size of handles
#define HandleAllocatorWGPU HandleAllocator<64, 160, 552> // ~1820 / pool / MiB
#define HandleAllocatorGL HandleAllocator<32, 96, 184> // ~4520 / pool / MiB
#define HandleAllocatorVK HandleAllocator<64, 160, 312> // ~1820 / pool / MiB
#define HandleAllocatorMTL HandleAllocator<32, 64, 552> // ~1660 / pool / MiB
namespace filament::backend {
+2 -2
View File
@@ -84,7 +84,7 @@ void CommandStream::execute(void* buffer) {
Profiler profiler;
if constexpr (SYSTRACE_TAG) {
if (SYSTRACE_TAG) {
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
// we want to remove all this when tracing is completely disabled
profiler.resetEvents(Profiler::EV_CPU_CYCLES | Profiler::EV_BPU_MISSES);
@@ -100,7 +100,7 @@ void CommandStream::execute(void* buffer) {
}
});
if constexpr (SYSTRACE_TAG) {
if (SYSTRACE_TAG) {
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
// we want to remove all this when tracing is completely disabled
profiler.stop();
-4
View File
@@ -211,8 +211,4 @@ template class HandleAllocatorVK;
template class HandleAllocatorMTL;
#endif
#if defined (FILAMENT_SUPPORTS_WEBGPU)
template class HandleAllocatorWGPU;
#endif
} // namespace filament::backend
+7 -25
View File
@@ -19,11 +19,6 @@
#include <utils/Systrace.h>
#include <utils/debug.h>
// We need to keep this up top for the linux (X11) name collisions.
#if defined(FILAMENT_SUPPORTS_WEBGPU)
#include "backend/platforms/WebGPUPlatform.h"
#endif
#if defined(__ANDROID__)
#include <sys/system_properties.h>
#if defined(FILAMENT_SUPPORTS_OPENGL) && !defined(FILAMENT_USE_EXTERNAL_GLES3)
@@ -35,11 +30,7 @@
#endif
#elif defined(__APPLE__)
#if defined(FILAMENT_SUPPORTS_OPENGL) && !defined(FILAMENT_USE_EXTERNAL_GLES3)
#if defined(FILAMENT_SUPPORTS_OSMESA)
#include <backend/platforms/PlatformOSMesa.h>
#else
#include <backend/platforms/PlatformCocoaGL.h>
#endif
#include <backend/platforms/PlatformCocoaGL.h>
#endif
#elif defined(__linux__)
#if defined(FILAMENT_SUPPORTS_X11)
@@ -64,11 +55,7 @@
#endif
#if defined(FILAMENT_DRIVER_SUPPORTS_VULKAN)
#if defined(__ANDROID__)
#include "backend/platforms/VulkanPlatformAndroid.h"
#else
#include "backend/platforms/VulkanPlatform.h"
#endif
#include "backend/platforms/VulkanPlatform.h"
#endif
#if defined (FILAMENT_SUPPORTS_METAL)
@@ -78,6 +65,9 @@ filament::backend::Platform* createDefaultMetalPlatform();
#endif
#include "noop/PlatformNoop.h"
#if defined(FILAMENT_SUPPORTS_WEBGPU)
#include "webgpu/WebGPUPlatform.h"
#endif
namespace filament::backend {
@@ -114,11 +104,7 @@ Platform* PlatformFactory::create(Backend* backend) noexcept {
}
if (*backend == Backend::VULKAN) {
#if defined(FILAMENT_DRIVER_SUPPORTS_VULKAN)
#if defined(__ANDROID__)
return new VulkanPlatformAndroid();
#else
return new VulkanPlatform();
#endif
return new VulkanPlatform();
#else
return nullptr;
#endif
@@ -146,11 +132,7 @@ Platform* PlatformFactory::create(Backend* backend) noexcept {
#elif defined(FILAMENT_IOS)
return new PlatformCocoaTouchGL();
#elif defined(__APPLE__)
#if defined(FILAMENT_SUPPORTS_OSMESA)
return new PlatformOSMesa();
#else
return new PlatformCocoaGL();
#endif
return new PlatformCocoaGL();
#elif defined(__linux__)
#if defined(FILAMENT_SUPPORTS_X11)
return new PlatformGLX();
+2 -20
View File
@@ -1177,24 +1177,6 @@ size_t MetalDriver::getMaxUniformBufferSize() {
return 256 * 1024 * 1024; // TODO: return the actual size instead of hardcoding the minspec
}
size_t MetalDriver::getMaxTextureSize(SamplerType type) {
if (type == SamplerType::SAMPLER_3D) {
return 2048;
}
if (mContext->highestSupportedGpuFamily.apple >= 3 ||
mContext->highestSupportedGpuFamily.mac >= 2) {
return 16384;
} else if (mContext->highestSupportedGpuFamily.apple >= 2) {
return 8192;
}
return 4096;
}
size_t MetalDriver::getMaxArrayTextureLayers() {
// TODO: return the actual size instead of hardcoding the minspec
return 256;
}
void MetalDriver::updateIndexBuffer(Handle<HwIndexBuffer> ibh, BufferDescriptor&& data,
uint32_t byteOffset) {
FILAMENT_CHECK_PRECONDITION(data.buffer)
@@ -1408,8 +1390,8 @@ void MetalDriver::setRenderPrimitiveBuffer(Handle<HwRenderPrimitive> rph, Primit
auto primitive = handle_cast<MetalRenderPrimitive>(rph);
auto vertexBuffer = handle_cast<MetalVertexBuffer>(vbh);
auto indexBuffer = handle_cast<MetalIndexBuffer>(ibh);
primitive->vertexBuffer = vertexBuffer;
primitive->indexBuffer = indexBuffer;
MetalVertexBufferInfo const* const vbi = handle_cast<MetalVertexBufferInfo>(vertexBuffer->vbih);
primitive->setBuffers(vbi, vertexBuffer, indexBuffer);
primitive->type = pt;
}
@@ -194,8 +194,12 @@ struct MetalIndexBuffer : public HwIndexBuffer {
};
struct MetalRenderPrimitive : public HwRenderPrimitive {
MetalRenderPrimitive();
void setBuffers(MetalVertexBufferInfo const* const vbi,
MetalVertexBuffer* vertexBuffer, MetalIndexBuffer* indexBuffer);
// The pointers to MetalVertexBuffer and MetalIndexBuffer are "weak".
// The MetalVertexBuffer and MetalIndexBuffer must outlive the MetalRenderPrimitive.
MetalVertexBuffer* vertexBuffer = nullptr;
MetalIndexBuffer* indexBuffer = nullptr;
};
@@ -376,6 +380,7 @@ public:
math::uint2 getAttachmentSize() noexcept;
bool isDefaultRenderTarget() const { return defaultRenderTarget; }
uint8_t getSamples() const { return samples; }
Attachment getDrawColorAttachment(size_t index);
@@ -536,6 +536,15 @@ MetalIndexBuffer::MetalIndexBuffer(MetalContext& context, BufferUsage usage, uin
uint32_t indexCount) : HwIndexBuffer(elementSize, indexCount),
buffer(context, BufferObjectBinding::VERTEX, usage, elementSize * indexCount, true) { }
MetalRenderPrimitive::MetalRenderPrimitive() {
}
void MetalRenderPrimitive::setBuffers(MetalVertexBufferInfo const* const vbi,
MetalVertexBuffer* vertexBuffer, MetalIndexBuffer* indexBuffer) {
this->vertexBuffer = vertexBuffer;
this->indexBuffer = indexBuffer;
}
MetalProgram::MetalProgram(MetalContext& context, Program&& program) noexcept
: HwProgram(program.getName()), mContext(context) {
mToken = context.shaderCompiler->createProgram(program.getName(), std::move(program));
-10
View File
@@ -240,16 +240,6 @@ size_t NoopDriver::getMaxUniformBufferSize() {
return 16384u;
}
size_t NoopDriver::getMaxTextureSize(SamplerType target) {
// NoopDriver is being actively used for other purposes. This needs to be resolved before we
// can change it to 2048. b/406832484
return 16384u;
}
size_t NoopDriver::getMaxArrayTextureLayers() {
return 256u;
}
void NoopDriver::updateIndexBuffer(Handle<HwIndexBuffer> ibh, BufferDescriptor&& p,
uint32_t byteOffset) {
scheduleDestroy(std::move(p));
+1 -1
View File
@@ -20,7 +20,7 @@
namespace filament::backend {
Driver* PlatformNoop::createDriver(void* sharedGLContext, const Platform::DriverConfig& driverConfig) noexcept {
Driver* PlatformNoop::createDriver(void* const sharedGLContext, const Platform::DriverConfig& driverConfig) noexcept {
return NoopDriver::create();
}
+37 -29
View File
@@ -16,15 +16,9 @@
#include "GLUtils.h"
#include "private/backend/Driver.h"
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <utils/trap.h>
#include <string_view>
#include <stddef.h>
#include "private/backend/Driver.h"
namespace filament::backend {
@@ -34,31 +28,38 @@ using namespace utils;
namespace GLUtils {
UTILS_NOINLINE
std::string_view getGLErrorString(GLenum error) noexcept {
const char* getGLError(GLenum error) noexcept {
const char* string = "unknown";
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
string = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
string = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
string = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
string = "GL_INVALID_OPERATION";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
string = "GL_INVALID_FRAMEBUFFER_OPERATION";
break;
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
string = "GL_OUT_OF_MEMORY";
break;
default:
break;
}
return "unknown";
return string;
}
UTILS_NOINLINE
GLenum checkGLError(io::ostream& out, const char* function, size_t line) noexcept {
GLenum const error = glGetError();
if (UTILS_VERY_UNLIKELY(error != GL_NO_ERROR)) {
auto const string = getGLErrorString(error);
if (error != GL_NO_ERROR) {
const char* string = getGLError(error);
out << "OpenGL error " << io::hex << error << " (" << string << ") in \""
<< function << "\" at line " << io::dec << line << io::endl;
}
@@ -68,39 +69,46 @@ GLenum checkGLError(io::ostream& out, const char* function, size_t line) noexcep
UTILS_NOINLINE
void assertGLError(io::ostream& out, const char* function, size_t line) noexcept {
GLenum const err = checkGLError(out, function, line);
if (UTILS_VERY_UNLIKELY(err != GL_NO_ERROR)) {
if (err != GL_NO_ERROR) {
debug_trap();
}
}
UTILS_NOINLINE
std::string_view getFramebufferStatusString(GLenum status) noexcept {
const char* getFramebufferStatus(GLenum status) noexcept {
const char* string = "unknown";
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
return "GL_FRAMEBUFFER_COMPLETE";
string = "GL_FRAMEBUFFER_COMPLETE";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
string = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
string = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
return "GL_FRAMEBUFFER_UNSUPPORTED";
string = "GL_FRAMEBUFFER_UNSUPPORTED";
break;
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
case GL_FRAMEBUFFER_UNDEFINED:
return "GL_FRAMEBUFFER_UNDEFINED";
string = "GL_FRAMEBUFFER_UNDEFINED";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
string = "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
break;
#endif
default:
break;
}
return "unknown";
return string;
}
UTILS_NOINLINE
GLenum checkFramebufferStatus(io::ostream& out, GLenum target, const char* function, size_t line) noexcept {
GLenum const status = glCheckFramebufferStatus(target);
if (UTILS_VERY_UNLIKELY(status != GL_FRAMEBUFFER_COMPLETE)) {
auto const string = getFramebufferStatusString(status);
if (status != GL_FRAMEBUFFER_COMPLETE) {
const char* string = getFramebufferStatus(status);
out << "OpenGL framebuffer error " << io::hex << status << " (" << string << ") in \""
<< function << "\" at line " << io::dec << line << io::endl;
}
@@ -110,7 +118,7 @@ GLenum checkFramebufferStatus(io::ostream& out, GLenum target, const char* funct
UTILS_NOINLINE
void assertFramebufferStatus(io::ostream& out, GLenum target, const char* function, size_t line) noexcept {
GLenum const status = checkFramebufferStatus(out, target, function, line);
if (UTILS_VERY_UNLIKELY(status != GL_FRAMEBUFFER_COMPLETE)) {
if (status != GL_FRAMEBUFFER_COMPLETE) {
debug_trap();
}
}
+36 -61
View File
@@ -17,26 +17,29 @@
#ifndef TNT_FILAMENT_BACKEND_OPENGL_GLUTILS_H
#define TNT_FILAMENT_BACKEND_OPENGL_GLUTILS_H
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <utils/Log.h>
#include <backend/DriverEnums.h>
#include <string_view>
#include <unordered_set>
#include <stddef.h>
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include "gl_headers.h"
namespace filament::backend::GLUtils {
namespace filament::backend {
namespace GLUtils {
std::string_view getGLErrorString(GLenum error) noexcept;
const char* getGLError(GLenum error) noexcept;
GLenum checkGLError(utils::io::ostream& out, const char* function, size_t line) noexcept;
void assertGLError(utils::io::ostream& out, const char* function, size_t line) noexcept;
std::string_view getFramebufferStatusString(GLenum err) noexcept;
const char* getFramebufferStatus(GLenum err) noexcept;
GLenum checkFramebufferStatus(utils::io::ostream& out, GLenum target, const char* function, size_t line) noexcept;
void assertFramebufferStatus(utils::io::ostream& out, GLenum target, const char* function, size_t line) noexcept;
@@ -50,7 +53,7 @@ void assertFramebufferStatus(utils::io::ostream& out, GLenum target, const char*
# define CHECK_GL_FRAMEBUFFER_STATUS(out, target) { GLUtils::checkFramebufferStatus(out, target, __func__, __LINE__); }
#endif
constexpr GLuint getComponentCount(ElementType const type) noexcept {
constexpr GLuint getComponentCount(ElementType type) noexcept {
using ElementType = ElementType;
switch (type) {
case ElementType::BYTE:
@@ -84,29 +87,27 @@ constexpr GLuint getComponentCount(ElementType const type) noexcept {
case ElementType::USHORT4:
return 4;
}
// should never happen
return 1;
}
// ------------------------------------------------------------------------------------------------
// Our enums to GLenum conversions
// ------------------------------------------------------------------------------------------------
constexpr GLbitfield getAttachmentBitfield(TargetBufferFlags const flags) noexcept {
constexpr GLbitfield getAttachmentBitfield(TargetBufferFlags flags) noexcept {
GLbitfield mask = 0;
if (any(flags & TargetBufferFlags::COLOR_ALL)) {
mask |= GLbitfield(GL_COLOR_BUFFER_BIT);
mask |= (GLbitfield)GL_COLOR_BUFFER_BIT;
}
if (any(flags & TargetBufferFlags::DEPTH)) {
mask |= GLbitfield(GL_DEPTH_BUFFER_BIT);
mask |= (GLbitfield)GL_DEPTH_BUFFER_BIT;
}
if (any(flags & TargetBufferFlags::STENCIL)) {
mask |= GLbitfield(GL_STENCIL_BUFFER_BIT);
mask |= (GLbitfield)GL_STENCIL_BUFFER_BIT;
}
return mask;
}
constexpr GLenum getBufferUsage(BufferUsage const usage) noexcept {
constexpr GLenum getBufferUsage(BufferUsage usage) noexcept {
switch (usage) {
case BufferUsage::STATIC:
return GL_STATIC_DRAW;
@@ -115,7 +116,7 @@ constexpr GLenum getBufferUsage(BufferUsage const usage) noexcept {
}
}
constexpr GLenum getBufferBindingType(BufferObjectBinding const bindingType) noexcept {
constexpr GLenum getBufferBindingType(BufferObjectBinding bindingType) noexcept {
switch (bindingType) {
case BufferObjectBinding::VERTEX:
return GL_ARRAY_BUFFER;
@@ -134,15 +135,13 @@ constexpr GLenum getBufferBindingType(BufferObjectBinding const bindingType) noe
return 0x90D2; // just to return something
#endif
}
// should never happen
return GL_ARRAY_BUFFER;
}
constexpr GLboolean getNormalization(bool const normalized) noexcept {
constexpr GLboolean getNormalization(bool normalized) noexcept {
return GLboolean(normalized ? GL_TRUE : GL_FALSE);
}
constexpr GLenum getComponentType(ElementType const type) noexcept {
constexpr GLenum getComponentType(ElementType type) noexcept {
using ElementType = ElementType;
switch (type) {
case ElementType::BYTE:
@@ -185,11 +184,9 @@ constexpr GLenum getComponentType(ElementType const type) noexcept {
return GL_HALF_FLOAT_OES;
#endif
}
// should never happen
return GL_INT;
}
constexpr GLenum getTextureTargetNotExternal(SamplerType const target) noexcept {
constexpr GLenum getTextureTargetNotExternal(SamplerType target) noexcept {
switch (target) {
case SamplerType::SAMPLER_2D:
return GL_TEXTURE_2D;
@@ -205,16 +202,14 @@ constexpr GLenum getTextureTargetNotExternal(SamplerType const target) noexcept
// we should never be here
return GL_TEXTURE_2D;
}
// should never happen
return GL_TEXTURE_2D;
}
constexpr GLenum getCubemapTarget(uint16_t const layer) noexcept {
constexpr GLenum getCubemapTarget(uint16_t layer) noexcept {
assert_invariant(layer <= 5);
return GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
}
constexpr GLenum getWrapMode(SamplerWrapMode const mode) noexcept {
constexpr GLenum getWrapMode(SamplerWrapMode mode) noexcept {
using SamplerWrapMode = SamplerWrapMode;
switch (mode) {
case SamplerWrapMode::REPEAT:
@@ -224,8 +219,6 @@ constexpr GLenum getWrapMode(SamplerWrapMode const mode) noexcept {
case SamplerWrapMode::MIRRORED_REPEAT:
return GL_MIRRORED_REPEAT;
}
// should never happen
return GL_CLAMP_TO_EDGE;
}
constexpr GLenum getTextureFilter(SamplerMinFilter filter) noexcept {
@@ -241,8 +234,6 @@ constexpr GLenum getTextureFilter(SamplerMinFilter filter) noexcept {
return GL_NEAREST_MIPMAP_NEAREST
- GLenum(SamplerMinFilter::NEAREST_MIPMAP_NEAREST) + GLenum(filter);
}
// should never happen
return GL_NEAREST;
}
constexpr GLenum getTextureFilter(SamplerMagFilter filter) noexcept {
@@ -250,7 +241,7 @@ constexpr GLenum getTextureFilter(SamplerMagFilter filter) noexcept {
}
constexpr GLenum getBlendEquationMode(BlendEquation const mode) noexcept {
constexpr GLenum getBlendEquationMode(BlendEquation mode) noexcept {
using BlendEquation = BlendEquation;
switch (mode) {
case BlendEquation::ADD: return GL_FUNC_ADD;
@@ -259,11 +250,9 @@ constexpr GLenum getBlendEquationMode(BlendEquation const mode) noexcept {
case BlendEquation::MIN: return GL_MIN;
case BlendEquation::MAX: return GL_MAX;
}
// should never happen
return GL_FUNC_ADD;
}
constexpr GLenum getBlendFunctionMode(BlendFunction const mode) noexcept {
constexpr GLenum getBlendFunctionMode(BlendFunction mode) noexcept {
using BlendFunction = BlendFunction;
switch (mode) {
case BlendFunction::ZERO: return GL_ZERO;
@@ -278,11 +267,9 @@ constexpr GLenum getBlendFunctionMode(BlendFunction const mode) noexcept {
case BlendFunction::ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
case BlendFunction::SRC_ALPHA_SATURATE: return GL_SRC_ALPHA_SATURATE;
}
// should never happen
return GL_ONE;
}
constexpr GLenum getCompareFunc(SamplerCompareFunc const func) noexcept {
constexpr GLenum getCompareFunc(SamplerCompareFunc func) noexcept {
switch (func) {
case SamplerCompareFunc::LE: return GL_LEQUAL;
case SamplerCompareFunc::GE: return GL_GEQUAL;
@@ -293,30 +280,28 @@ constexpr GLenum getCompareFunc(SamplerCompareFunc const func) noexcept {
case SamplerCompareFunc::A: return GL_ALWAYS;
case SamplerCompareFunc::N: return GL_NEVER;
}
// should never happen
return GL_LEQUAL;
}
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
constexpr GLenum getTextureCompareMode(SamplerCompareMode const mode) noexcept {
constexpr GLenum getTextureCompareMode(SamplerCompareMode mode) noexcept {
return mode == SamplerCompareMode::NONE ?
GL_NONE : GL_COMPARE_REF_TO_TEXTURE;
}
constexpr GLenum getTextureCompareFunc(SamplerCompareFunc const func) noexcept {
constexpr GLenum getTextureCompareFunc(SamplerCompareFunc func) noexcept {
return getCompareFunc(func);
}
#endif
constexpr GLenum getDepthFunc(SamplerCompareFunc const func) noexcept {
constexpr GLenum getDepthFunc(SamplerCompareFunc func) noexcept {
return getCompareFunc(func);
}
constexpr GLenum getStencilFunc(SamplerCompareFunc const func) noexcept {
constexpr GLenum getStencilFunc(SamplerCompareFunc func) noexcept {
return getCompareFunc(func);
}
constexpr GLenum getStencilOp(StencilOperation const op) noexcept {
constexpr GLenum getStencilOp(StencilOperation op) noexcept {
switch (op) {
case StencilOperation::KEEP: return GL_KEEP;
case StencilOperation::ZERO: return GL_ZERO;
@@ -327,11 +312,9 @@ constexpr GLenum getStencilOp(StencilOperation const op) noexcept {
case StencilOperation::DECR_WRAP: return GL_DECR_WRAP;
case StencilOperation::INVERT: return GL_INVERT;
}
// should never happen
return GL_KEEP;
}
constexpr GLenum getFormat(PixelDataFormat const format) noexcept {
constexpr GLenum getFormat(PixelDataFormat format) noexcept {
using PixelDataFormat = PixelDataFormat;
switch (format) {
case PixelDataFormat::RGB: return GL_RGB;
@@ -353,11 +336,9 @@ constexpr GLenum getFormat(PixelDataFormat const format) noexcept {
default: return GL_NONE;
#endif
}
// should never happen
return GL_RGBA;
}
constexpr GLenum getType(PixelDataType const type) noexcept {
constexpr GLenum getType(PixelDataType type) noexcept {
using PixelDataType = PixelDataType;
switch (type) {
case PixelDataType::UBYTE: return GL_UNSIGNED_BYTE;
@@ -379,12 +360,10 @@ constexpr GLenum getType(PixelDataType const type) noexcept {
default: return GL_NONE;
#endif
}
// should never happen
return GL_UNSIGNED_INT;
}
#if !defined(__EMSCRIPTEN__) && !defined(FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2)
constexpr GLenum getSwizzleChannel(TextureSwizzle const c) noexcept {
constexpr GLenum getSwizzleChannel(TextureSwizzle c) noexcept {
using TextureSwizzle = TextureSwizzle;
switch (c) {
case TextureSwizzle::SUBSTITUTE_ZERO: return GL_ZERO;
@@ -394,12 +373,10 @@ constexpr GLenum getSwizzleChannel(TextureSwizzle const c) noexcept {
case TextureSwizzle::CHANNEL_2: return GL_BLUE;
case TextureSwizzle::CHANNEL_3: return GL_ALPHA;
}
// should never happen
return GL_RED;
}
#endif
constexpr GLenum getCullingMode(CullingMode const mode) noexcept {
constexpr GLenum getCullingMode(CullingMode mode) noexcept {
switch (mode) {
case CullingMode::NONE:
// should never happen
@@ -411,13 +388,11 @@ constexpr GLenum getCullingMode(CullingMode const mode) noexcept {
case CullingMode::FRONT_AND_BACK:
return GL_FRONT_AND_BACK;
}
// should never happen
return GL_FRONT_AND_BACK;
}
// ES2 supported internal formats for texturing and how they map to a format/type
constexpr std::pair<GLenum, GLenum> textureFormatToFormatAndType(
TextureFormat const format) noexcept {
TextureFormat format) noexcept {
switch (format) {
case TextureFormat::R8: return { 0x1909 /*GL_LUMINANCE*/, GL_UNSIGNED_BYTE };
case TextureFormat::RGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
@@ -438,7 +413,7 @@ constexpr std::pair<GLenum, GLenum> textureFormatToFormatAndType(
// clang loses it on this one, and generates a huge jump table when
// inlined. So we don't mark it as inline (only constexpr) which solves the problem,
// strangely, when not inlined, clang simply generates an array lookup.
constexpr /* inline */ GLenum getInternalFormat(TextureFormat const format) noexcept {
constexpr /* inline */ GLenum getInternalFormat(TextureFormat format) noexcept {
switch (format) {
/* Formats supported by our ES2 implementations */
@@ -686,7 +661,7 @@ public:
unordered_string_set split(const char* extensions) noexcept;
} // namespace filament::backend::GLUtils
} // namespace GLUtils
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_OPENGL_GLUTILS_H
+24 -57
View File
@@ -94,22 +94,18 @@ OpenGLContext::OpenGLContext(OpenGLPlatform& platform,
}
#endif
initExtensions(&ext, state.major, state.minor);
OpenGLContext::initExtensions(&ext, state.major, state.minor);
initProcs(&procs, ext, state.major, state.minor);
OpenGLContext::initProcs(&procs, ext, state.major, state.minor);
initBugs(&bugs, ext, state.major, state.minor,
OpenGLContext::initBugs(&bugs, ext, state.major, state.minor,
state.vendor, state.renderer, state.version, state.shader);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &gets.max_renderbuffer_size);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gets.max_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &gets.max_combined_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gets.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &gets.max_cubemap_texture_size);
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &gets.max_3d_texture_size);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &gets.max_array_texture_layers);
mFeatureLevel = resolveFeatureLevel(state.major, state.minor, ext, gets, bugs);
mFeatureLevel = OpenGLContext::resolveFeatureLevel(state.major, state.minor, ext, gets, bugs);
#ifdef BACKEND_OPENGL_VERSION_GLES
mShaderModel = ShaderModel::MOBILE;
@@ -181,14 +177,6 @@ OpenGLContext::OpenGLContext(OpenGLPlatform& platform,
<< gets.max_anisotropy << '\n'
<< "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = "
<< gets.max_combined_texture_image_units << '\n'
<< "GL_MAX_TEXTURE_SIZE = "
<< gets.max_texture_size << '\n'
<< "GL_MAX_CUBE_MAP_TEXTURE_SIZE = "
<< gets.max_cubemap_texture_size << '\n'
<< "GL_MAX_3D_TEXTURE_SIZE = "
<< gets.max_3d_texture_size << '\n'
<< "GL_MAX_ARRAY_TEXTURE_LAYERS = "
<< gets.max_array_texture_layers << '\n'
<< "GL_MAX_DRAW_BUFFERS = "
<< gets.max_draw_buffers << '\n'
<< "GL_MAX_RENDERBUFFER_SIZE = "
@@ -340,7 +328,7 @@ void OpenGLContext::setDefaultState() noexcept {
GL_DITHER,
GL_SAMPLE_ALPHA_TO_COVERAGE,
GL_SAMPLE_COVERAGE,
GL_POLYGON_OFFSET_FILL,
GL_POLYGON_OFFSET_FILL,
};
UTILS_NOUNROLL
@@ -566,11 +554,7 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
} else if (strstr(renderer, "AMD") ||
strstr(renderer, "ATI")) {
// AMD/ATI GPU
} else if (strstr(renderer, "Mozilla")) {
bugs->disable_invalidate_framebuffer = true;
}
if (strstr(vendor, "Mesa")) {
} else if (strstr(vendor, "Mesa")) {
// Seen on
// [Mesa],
// [llvmpipe (LLVM 17.0.6, 256 bits)],
@@ -578,6 +562,8 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
// [4.50]
// not known which version are affected
bugs->rebind_buffer_after_deletion = true;
} else if (strstr(renderer, "Mozilla")) {
bugs->disable_invalidate_framebuffer = true;
}
} else {
// When running under ANGLE, it's a different set of workaround that we need.
@@ -589,25 +575,6 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
}
}
if (strstr(vendor, "Mozilla")) {
// Seen on
// [Mozilla],
// [GeForce GTX 980, or similar]
// or [ANGLE (NVIDIA, NVIDIA GeForce GTX 980 Direct3D11 vs_5_0 ps_5_0), or similar]
// or anything else,
// [OpenGL ES 3.0 (WebGL 2.0)],
// [OpenGL ES GLSL ES 3.00 (WebGL GLSL ES 3.00)]
// For Mozilla, the issue appears to be observed regardless of whether the renderer is
// ANGLE or not. (b/376125497)
bugs->rebind_buffer_after_deletion = true;
// We disable depth precache for the default material on Mozilla FireFox. It struggles with
// slow shader compile/link times if the shader contains large arrays of uniform. Some depth
// program variants have skinning-related data, which incurs this slowness and end up
// causing an initial startup stalls. (b/392917621)
bugs->disable_depth_precache_for_default_material = true;
}
#ifdef BACKEND_OPENGL_VERSION_GLES
# ifndef FILAMENT_IOS // FILAMENT_IOS is guaranteed to have ES3.x
if (UTILS_UNLIKELY(major == 2)) {
@@ -1075,41 +1042,41 @@ void OpenGLContext::resetState() noexcept {
glCullFace(state.raster.cullFace);
glBlendEquationSeparate(state.raster.blendEquationRGB, state.raster.blendEquationA);
glBlendFuncSeparate(
state.raster.blendFunctionSrcRGB,
state.raster.blendFunctionSrcRGB,
state.raster.blendFunctionDstRGB,
state.raster.blendFunctionSrcA,
state.raster.blendFunctionDstA
);
glColorMask(
state.raster.colorMask,
state.raster.colorMask,
state.raster.colorMask,
state.raster.colorMask,
state.raster.colorMask,
state.raster.colorMask,
state.raster.colorMask
);
glDepthMask(state.raster.depthMask);
glDepthFunc(state.raster.depthFunc);
// state.stencil
glStencilFuncSeparate(
GL_FRONT,
state.stencil.front.func.func,
state.stencil.front.func.ref,
GL_FRONT,
state.stencil.front.func.func,
state.stencil.front.func.ref,
state.stencil.front.func.mask
);
glStencilFuncSeparate(
GL_BACK,
state.stencil.back.func.func,
state.stencil.back.func.ref,
GL_BACK,
state.stencil.back.func.func,
state.stencil.back.func.ref,
state.stencil.back.func.mask
);
glStencilOpSeparate(
GL_FRONT,
GL_FRONT,
state.stencil.front.op.sfail,
state.stencil.front.op.dpfail,
state.stencil.front.op.dppass
);
glStencilOpSeparate(
GL_BACK,
GL_BACK,
state.stencil.back.op.sfail,
state.stencil.back.op.dpfail,
state.stencil.back.op.dppass
@@ -1212,9 +1179,9 @@ void OpenGLContext::resetState() noexcept {
// state.window
glScissor(
state.window.scissor.x,
state.window.scissor.y,
state.window.scissor.z,
state.window.scissor.x,
state.window.scissor.y,
state.window.scissor.z,
state.window.scissor.w
);
glViewport(
+2 -14
View File
@@ -203,10 +203,6 @@ public:
GLint max_renderbuffer_size;
GLint max_samples;
GLint max_texture_image_units;
GLint max_texture_size;
GLint max_cubemap_texture_size;
GLint max_3d_texture_size;
GLint max_array_texture_layers;
GLint max_transform_feedback_separate_attribs;
GLint max_uniform_block_size;
GLint max_uniform_buffer_bindings;
@@ -320,19 +316,14 @@ public:
// a glFinish. So we must delay the destruction until we know the GPU is finished.
bool delay_fbo_destruction;
// Mesa and Mozilla(web) sometimes clear the generic buffer binding when *another* buffer
// is destroyed, if that other buffer is bound on an *indexed* buffer binding.
// Mesa sometimes clears the generic buffer binding when *another* buffer is destroyed,
// if that other buffer is bound on an *indexed* buffer binding.
bool rebind_buffer_after_deletion;
// Force feature level 0. Typically used for low end ES3 devices with significant driver
// bugs or performance issues.
bool force_feature_level0;
// Some browsers, such as Firefox on Mac, struggle with slow shader compile/link times when
// creating programs for the default material, leading to startup stutters. This workaround
// prevents these stutters by not precaching depth variants of the default material for
// those particular browsers.
bool disable_depth_precache_for_default_material;
} bugs = {};
@@ -574,9 +565,6 @@ private:
{ bugs.force_feature_level0,
"force_feature_level0",
""},
{ bugs.disable_depth_precache_for_default_material,
"disable_depth_precache_for_default_material",
""},
}};
// this is chosen to minimize code size
+6 -29
View File
@@ -148,8 +148,8 @@ using namespace utils;
namespace filament::backend {
Driver* OpenGLDriverFactory::create(
OpenGLPlatform* platform,
void* sharedGLContext,
OpenGLPlatform* const platform,
void* const sharedGLContext,
const Platform::DriverConfig& driverConfig) noexcept {
return OpenGLDriver::create(platform, sharedGLContext, driverConfig);
}
@@ -159,10 +159,10 @@ using namespace GLUtils;
// ------------------------------------------------------------------------------------------------
UTILS_NOINLINE
OpenGLDriver* OpenGLDriver::create(OpenGLPlatform* platform,
void* /*sharedGLContext*/, const Platform::DriverConfig& driverConfig) noexcept {
OpenGLDriver* OpenGLDriver::create(OpenGLPlatform* const platform,
void* const /*sharedGLContext*/, const Platform::DriverConfig& driverConfig) noexcept {
assert_invariant(platform);
OpenGLPlatform* ec = platform;
OpenGLPlatform* const ec = platform;
#if 0
// this is useful for development, but too verbose even for debug builds
@@ -230,7 +230,7 @@ OpenGLDriver* OpenGLDriver::create(OpenGLPlatform* platform,
constexpr size_t defaultSize = FILAMENT_OPENGL_HANDLE_ARENA_SIZE_IN_MB * 1024U * 1024U;
Platform::DriverConfig validConfig{ driverConfig };
validConfig.handleArenaSize = std::max(driverConfig.handleArenaSize, defaultSize);
OpenGLDriver* driver = new(std::nothrow) OpenGLDriver(ec, validConfig);
OpenGLDriver* const driver = new(std::nothrow) OpenGLDriver(ec, validConfig);
return driver;
}
@@ -2098,7 +2098,6 @@ void OpenGLDriver::setAcquiredImage(Handle<HwStream> sh, void* hwbuffer, const m
glstream->user_thread.pending = mPlatform.transformAcquiredImage({
hwbuffer, cb, userData, handler });
glstream->user_thread.transform = transform;
if (glstream->user_thread.pending.image != nullptr) {
// If there's no pending image, do nothing. Note that GL_OES_EGL_image does not let you pass
@@ -2435,8 +2434,6 @@ bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
return mContext.bugs.disable_blit_into_texture_array;
case Workaround::POWER_VR_SHADER_WORKAROUNDS:
return mContext.bugs.powervr_shader_workarounds;
case Workaround::DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL:
return mContext.bugs.disable_depth_precache_for_default_material;
default:
return false;
}
@@ -2463,26 +2460,6 @@ size_t OpenGLDriver::getMaxUniformBufferSize() {
return mContext.gets.max_uniform_block_size;
}
size_t OpenGLDriver::getMaxTextureSize(SamplerType target) {
switch (target) {
case SamplerType::SAMPLER_2D:
case SamplerType::SAMPLER_2D_ARRAY:
case SamplerType::SAMPLER_EXTERNAL:
return mContext.gets.max_texture_size;
case SamplerType::SAMPLER_CUBEMAP:
return mContext.gets.max_cubemap_texture_size;
case SamplerType::SAMPLER_3D:
return mContext.gets.max_3d_texture_size;
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
return mContext.gets.max_cubemap_texture_size;
}
return 0;
}
size_t OpenGLDriver::getMaxArrayTextureLayers() {
return mContext.gets.max_array_texture_layers;
}
// ------------------------------------------------------------------------------------------------
// Swap chains
// ------------------------------------------------------------------------------------------------
@@ -85,7 +85,6 @@ OpenGLProgram::~OpenGLProgram() noexcept {
delete lazyInitializationData;
ShaderCompilerService::terminate(mToken);
assert_invariant(!mToken);
}
delete [] mUniformsRecords;
File diff suppressed because it is too large Load Diff
@@ -24,23 +24,23 @@
#include "OpenGLBlobCache.h"
#include <backend/CallbackHandler.h>
#include <backend/DriverEnums.h>
#include <backend/Program.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/JobSystem.h>
#include <array>
#include <atomic>
#include <condition_variable>
#include <deque>
#include <functional>
#include <memory>
#include <mutex>
#include <tuple>
#include <thread>
#include <utility>
#include <vector>
#include <stdint.h>
namespace filament::backend {
class OpenGLDriver;
@@ -57,8 +57,6 @@ class ShaderCompilerService {
public:
using program_token_t = std::shared_ptr<OpenGLProgramToken>;
using shaders_t = std::array<GLuint, Program::SHADER_TYPE_COUNT>;
using shaders_source_t = std::array<utils::CString, Program::SHADER_TYPE_COUNT>;
explicit ShaderCompilerService(OpenGLDriver& driver);
@@ -84,7 +82,6 @@ public:
void tick();
// Destroys a valid token and all associated resources. Used to "cancel" a program compilation.
// This function is not called if `initialize(token)` is already invoked.
static void terminate(program_token_t& token);
// stores a user data pointer in the token
@@ -93,12 +90,6 @@ public:
// retrieves the user data pointer stored in the token
static void* getUserData(const program_token_t& token) noexcept;
// Issue one callback handle.
CallbackManager::Handle issueCallbackHandle() const noexcept;
// Return a callback handle to the callback manager.
void submitCallbackHandle(CallbackManager::Handle handle) noexcept;
// call the callback when all active programs are ready
void notifyWhenAllProgramsAreReady(
CallbackHandler* handler, CallbackHandler::Callback callback, void* user);
@@ -106,7 +97,7 @@ public:
private:
struct Job {
template<typename FUNC>
Job(FUNC&& fn) : fn(std::forward<FUNC>(fn)) {} // NOLINT(*-explicit-constructor)
Job(FUNC&& fn) : fn(std::forward<FUNC>(fn)) {}
Job(std::function<bool(Job const& job)> fn,
CallbackHandler* handler, void* user, CallbackHandler::Callback callback)
: fn(std::move(fn)), handler(handler), user(user), callback(callback) {
@@ -135,49 +126,39 @@ private:
using ContainerType = std::tuple<CompilerPriorityQueue, program_token_t, Job>;
std::vector<ContainerType> mRunAtNextTickOps;
GLuint initialize(program_token_t& token);
void ensureTokenIsReady(program_token_t const& token);
GLuint initialize(ShaderCompilerService::program_token_t& token) noexcept;
void runAtNextTick(CompilerPriorityQueue priority, program_token_t const& token,
Job job) noexcept;
static void getProgramFromCompilerPool(program_token_t& token) noexcept;
static void compileShaders(
OpenGLContext& context,
Program::ShaderSource shadersSource,
utils::FixedCapacityVector<Program::SpecializationConstant> const& specializationConstants,
bool multiview,
std::array<GLuint, Program::SHADER_TYPE_COUNT>& outShaders,
std::array<utils::CString, Program::SHADER_TYPE_COUNT>& outShaderSourceCode) noexcept;
static void process_GOOGLE_cpp_style_line_directive(OpenGLContext& context,
char* source, size_t len) noexcept;
static void process_OVR_multiview2(OpenGLContext& context, int32_t eyeCount,
char* source, size_t len) noexcept;
static std::string_view process_ARB_shading_language_packing(OpenGLContext& context) noexcept;
static std::array<std::string_view, 3> splitShaderSource(std::string_view source) noexcept;
static GLuint linkProgram(OpenGLContext& context,
std::array<GLuint, Program::SHADER_TYPE_COUNT> shaders,
utils::FixedCapacityVector<std::pair<utils::CString, uint8_t>> const& attributes) noexcept;
static bool checkProgramStatus(program_token_t const& token) noexcept;
void runAtNextTick(CompilerPriorityQueue priority,
const program_token_t& token, Job job) noexcept;
void executeTickOps() noexcept;
bool cancelTickOp(program_token_t const& token) noexcept;
// Compile shaders with the given `shaderSource`. `gl.shaders` is always populated with valid
// shader IDs after this method. But this doesn't necessarily mean the shaders are successfully
// compiled. Errors can be checked by calling `checkCompileStatus` later.
static void compileShaders(OpenGLContext& context, Program::ShaderSource shadersSource,
utils::FixedCapacityVector<Program::SpecializationConstant> const&
specializationConstants,
bool multiview, program_token_t const& token) noexcept;
// Check if the shader compilation is completed. You may want to call this when the extension
// `KHR_parallel_shader_compile` is enabled.
static bool isCompileCompleted(program_token_t const& token) noexcept;
// Check compilation status of the shaders and log errors on failure.
static void checkCompileStatus(program_token_t const& token) noexcept;
// Create a program by linking the compiled shaders. `gl.program` is always populated with a
// valid program ID after this method. But this doesn't necessarily mean the program is
// successfully linked. Errors can be checked by calling `checkLinkStatusAndCleanupShaders`
// later.
static void linkProgram(OpenGLContext const& context, program_token_t const& token) noexcept;
// Check if the program link is completed. You may want to call this when the extension
// `KHR_parallel_shader_compile` is enabled.
static bool isLinkCompleted(program_token_t const& token) noexcept;
// Check link status of the program and log errors on failure. Return the result of the link.
// Also cleanup shaders regardless of the result.
static bool checkLinkStatusAndCleanupShaders(program_token_t const& token) noexcept;
// Try caching the program if we haven't done it yet. Cache it only when the program is valid.
static void tryCachingProgram(OpenGLBlobCache& cache, OpenGLPlatform& platform,
program_token_t const& token) noexcept;
// Cleanup GL resources.
static void cleanupProgramAndShaders(program_token_t const& token) noexcept;
bool cancelTickOp(program_token_t token) noexcept;
// order of insertion is important
};
} // namespace filament::backend
@@ -17,10 +17,8 @@
#define COREVIDEO_SILENCE_GL_DEPRECATION
#include "CocoaExternalImage.h"
#include "../GLUtils.h"
#include <utils/Panic.h>
#include <utils/Log.h>
#include "../GLUtils.h"
namespace filament::backend {
@@ -28,7 +28,6 @@
#include <utils/compiler.h>
#include <utils/Panic.h>
#include <utils/debug.h>
#include <utils/Log.h>
namespace filament::backend {
@@ -64,7 +64,7 @@ PlatformCocoaTouchGL::~PlatformCocoaTouchGL() noexcept {
delete pImpl;
}
Driver* PlatformCocoaTouchGL::createDriver(void* sharedGLContext, const Platform::DriverConfig& driverConfig) noexcept {
Driver* PlatformCocoaTouchGL::createDriver(void* const sharedGLContext, const Platform::DriverConfig& driverConfig) noexcept {
EAGLSharegroup* sharegroup = (__bridge EAGLSharegroup*) sharedGLContext;
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:sharegroup];
@@ -19,7 +19,6 @@
#include <backend/platforms/PlatformEGL.h>
#include <backend/platforms/PlatformEGLAndroid.h>
#include <private/backend/BackendUtilsAndroid.h>
#include <private/backend/VirtualMachineEnv.h>
#include "opengl/GLUtils.h"
@@ -35,8 +34,6 @@
#include <utils/ostream.h>
#include <utils/Panic.h>
#include <utils/Log.h>
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
@@ -234,133 +231,26 @@ Driver* PlatformEGLAndroid::createDriver(void* sharedContext,
return driver;
}
PlatformEGLAndroid::ExternalImageEGLAndroid::~ExternalImageEGLAndroid() {
if (__builtin_available(android 26, *)) {
if (aHardwareBuffer) {
AHardwareBuffer_release(aHardwareBuffer);
}
}
}
PlatformEGLAndroid::ExternalImageEGLAndroid::~ExternalImageEGLAndroid() = default;
Platform::ExternalImageHandle PlatformEGLAndroid::createExternalImage(AHardwareBuffer const* buffer,
bool sRGB) noexcept {
if (__builtin_available(android 26, *)) {
auto* const p = new (std::nothrow) ExternalImageEGLAndroid;
auto hardwareBuffer = const_cast<AHardwareBuffer*>(buffer);
AHardwareBuffer_acquire(hardwareBuffer);
p->aHardwareBuffer = hardwareBuffer;
p->sRGB = sRGB;
AHardwareBuffer_Desc hardwareBufferDescription = {};
AHardwareBuffer_describe(hardwareBuffer, &hardwareBufferDescription);
p->height = hardwareBufferDescription.height;
p->width = hardwareBufferDescription.width;
auto textureFormat = mapToFilamentFormat(hardwareBufferDescription.format, sRGB);
p->usage = mapToFilamentUsage(hardwareBufferDescription.usage, textureFormat);
return ExternalImageHandle{ p };
}
return Platform::ExternalImageHandle{};
}
PlatformEGLAndroid::ExternalImageDescAndroid PlatformEGLAndroid::getExternalImageDesc(
ExternalImageHandle externalImage) noexcept {
auto const* const eglExternalImage =
static_cast<ExternalImageEGLAndroid const*>(externalImage.get());
ExternalImageDescAndroid metadata = {};
if (!eglExternalImage) {
return metadata;
}
metadata.height = eglExternalImage->height;
metadata.width = eglExternalImage->width;
metadata.format = eglExternalImage->format;
metadata.usage = eglExternalImage->usage;
return metadata;
Platform::ExternalImageHandle PlatformEGLAndroid::createExternalImage(AHardwareBuffer const* buffer, bool sRGB) noexcept {
auto* const p = new(std::nothrow) ExternalImageEGLAndroid;
p->aHardwareBuffer = const_cast<AHardwareBuffer*>(buffer);
p->sRGB = sRGB;
return ExternalImageHandle{ p };
}
bool PlatformEGLAndroid::setExternalImage(ExternalImageHandleRef externalImage,
UTILS_UNUSED_IN_RELEASE ExternalTexture* texture) noexcept {
auto const* const eglExternalImage =
static_cast<ExternalImageEGLAndroid const*>(externalImage.get());
auto const* const eglExternalImage = static_cast<ExternalImageEGLAndroid const*>(externalImage.get());
if (eglExternalImage->aHardwareBuffer) {
return PlatformEGLAndroid::setImage(eglExternalImage, texture);
// TODO: implement PlatformEGLAndroid::setExternalImage w/ AHardwareBuffer
return true;
}
// not a AHardwareBuffer, fallback to the inherited version
return PlatformEGL::setExternalImage(externalImage, texture);
}
OpenGLPlatform::ExternalTexture* PlatformEGLAndroid::createExternalImageTexture() noexcept {
ExternalTexture* outTexture = new (std::nothrow) ExternalTexture{};
glGenTextures(1, &outTexture->id);
return outTexture;
}
void PlatformEGLAndroid::destroyExternalImageTexture(ExternalTexture* texture) noexcept {
glDeleteTextures(1, &texture->id);
delete texture;
}
bool PlatformEGLAndroid::setImage(ExternalImageEGLAndroid const* eglExternalImage,
UTILS_UNUSED_IN_RELEASE ExternalTexture* texture) noexcept {
AHardwareBuffer* hardwareBuffer = eglExternalImage->aHardwareBuffer;
// Get the EGL client buffer from AHardwareBuffer
EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(hardwareBuffer);
EGLint imageAttrs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE, // Reserve space
EGL_NONE, EGL_NONE, // Reserve space
EGL_NONE // Ensure the list always ends with EGL_NONE
};
int attrIndex = 2;
if (eglExternalImage->sRGB) {
imageAttrs[attrIndex++] = EGL_GL_COLORSPACE;
imageAttrs[attrIndex++] = EGL_GL_COLORSPACE_SRGB;
}
if (static_cast<bool>(eglExternalImage->usage & TextureUsage::PROTECTED)) {
imageAttrs[attrIndex++] = EGL_PROTECTED_CONTENT_EXT;
imageAttrs[attrIndex++] = EGL_TRUE;
}
// Create an EGLImage from the client buffer
EGLImageKHR eglImage = eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, clientBuffer, imageAttrs);
if (eglImage == EGL_NO_IMAGE_KHR) {
// Handle error
slog.e << "Failed to create EGL image" << io::endl;
glDeleteTextures(1, &texture->id);
return false;
}
// Create and bind the OpenGL texture
GLint prevActiveTexture, prevTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE, &prevActiveTexture);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->id);
GLenum error = glGetError();
if (UTILS_UNLIKELY(error != GL_NO_ERROR)) {
slog.e << "Error after glBindTexture: " << error << io::endl;
glDeleteTextures(1, &texture->id);
eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
glActiveTexture(prevActiveTexture);
glBindTexture(GL_TEXTURE_2D, prevTexture);
return false;
}
glEGLImageTargetTexture2DOES(texture->target, static_cast<GLeglImageOES>(eglImage));
error = glGetError();
if (UTILS_UNLIKELY(error != GL_NO_ERROR)) {
slog.e << "Error after glEGLImageTargetTexture2DOES: " << error << io::endl;
glDeleteTextures(1, &texture->id);
eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
glActiveTexture(prevActiveTexture);
glBindTexture(GL_TEXTURE_2D, prevTexture);
return false;
}
glActiveTexture(prevActiveTexture);
glBindTexture(GL_TEXTURE_2D, prevTexture);
return true;
}
void PlatformEGLAndroid::setPresentationTime(int64_t presentationTimeInNanosecond) noexcept {
EGLSurface currentDrawSurface = eglGetCurrentSurface(EGL_DRAW);
if (currentDrawSurface != EGL_NO_SURFACE) {
@@ -128,7 +128,7 @@ namespace filament::backend {
using namespace backend;
Driver* PlatformGLX::createDriver(void* sharedGLContext,
Driver* PlatformGLX::createDriver(void* const sharedGLContext,
const DriverConfig& driverConfig) noexcept {
loadLibraries();
// Get the display device
@@ -22,11 +22,9 @@
#include <dlfcn.h>
#include <memory>
#if defined(__linux__)
// This is to ensure that linking during compilation will not fail even if
// OSMesaGetProcAddress is not linked.
__attribute__((weak)) OSMESAproc OSMesaGetProcAddress(char const*);
#endif
namespace filament::backend {
@@ -50,27 +48,20 @@ struct OSMesaSwapchain {
struct OSMesaAPI {
private:
using CreateContextAttribsFunc = OSMesaContext (*)(const int *, OSMesaContext);
using CreateContextFunc = OSMesaContext (*)(GLenum format, OSMesaContext);
using DestroyContextFunc = GLboolean (*)(OSMesaContext);
using MakeCurrentFunc = GLboolean (*)(OSMesaContext ctx, void* buffer, GLenum type,
GLsizei width, GLsizei height);
using GetProcAddressFunc = OSMESAproc (*)(const char* funcName);
public:
CreateContextAttribsFunc fOSMesaCreateContextAttribs;
CreateContextFunc fOSMesaCreateContext;
DestroyContextFunc fOSMesaDestroyContext;
MakeCurrentFunc fOSMesaMakeCurrent;
GetProcAddressFunc fOSMesaGetProcAddress;
OSMesaAPI() {
static constexpr char const* libraryNames[] = {
#if defined(__linux__)
"libOSMesa.so",
"libosmesa.so",
#elif defined(__APPLE__)
"libOSMesa.dylib",
#endif
};
constexpr char const* libraryNames[] = {"libOSMesa.so", "libosmesa.so"};
for (char const* libName: libraryNames) {
mLib = dlopen(libName, RTLD_GLOBAL | RTLD_NOW);
if (mLib) {
@@ -80,24 +71,22 @@ public:
if (mLib) {
// Loading from a libosmesa.os
fOSMesaGetProcAddress = (GetProcAddressFunc) dlsym(mLib, "OSMesaGetProcAddress");
}
#if defined(__linux__)
else {
} else {
// Filament is built into a .so
fOSMesaGetProcAddress = (GetProcAddressFunc) dlsym(RTLD_LOCAL, "OSMesaGetProcAddress");
}
if (!fOSMesaGetProcAddress) {
// Statically linking osmesa
fOSMesaGetProcAddress = OSMesaGetProcAddress;
}
#endif // __linux__
FILAMENT_CHECK_PRECONDITION(fOSMesaGetProcAddress)
<< "Unable to link against libOSMesa to create a software GL context";
fOSMesaCreateContextAttribs =
(CreateContextAttribsFunc) fOSMesaGetProcAddress("OSMesaCreateContextAttribs");
fOSMesaDestroyContext = (DestroyContextFunc) fOSMesaGetProcAddress("OSMesaDestroyContext");
fOSMesaCreateContext = (CreateContextFunc) fOSMesaGetProcAddress("OSMesaCreateContext");
fOSMesaDestroyContext =
(DestroyContextFunc) fOSMesaGetProcAddress("OSMesaDestroyContext");
fOSMesaMakeCurrent = (MakeCurrentFunc) fOSMesaGetProcAddress("OSMesaMakeCurrent");
}
@@ -112,24 +101,14 @@ private:
}// anonymous namespace
Driver* PlatformOSMesa::createDriver(void* sharedGLContext,
Driver* PlatformOSMesa::createDriver(void* const sharedGLContext,
const DriverConfig& driverConfig) noexcept {
OSMesaAPI* api = new OSMesaAPI();
mOsMesaApi = api;
static constexpr int attribs[] = {
OSMESA_FORMAT, GL_RGBA,
OSMESA_DEPTH_BITS, 24,
OSMESA_STENCIL_BITS, 8,
OSMESA_ACCUM_BITS, 0,
OSMESA_PROFILE, OSMESA_CORE_PROFILE,
0,
};
FILAMENT_CHECK_PRECONDITION(sharedGLContext == nullptr)
<< "shared GL context is not supported with PlatformOSMesa";
mContext = api->fOSMesaCreateContextAttribs(attribs, NULL);
mContext = api->fOSMesaCreateContext(GL_RGBA, NULL);
// We need to do a no-op makecurrent here so that the context will be in a correct state before
// any GL calls.
@@ -75,7 +75,7 @@ struct WGLSwapChain {
static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
Driver* PlatformWGL::createDriver(void* sharedGLContext,
Driver* PlatformWGL::createDriver(void* const sharedGLContext,
const Platform::DriverConfig& driverConfig) noexcept {
int result = 0;
int pixelFormat = 0;
@@ -20,7 +20,7 @@ namespace filament::backend {
using namespace backend;
Driver* PlatformWebGL::createDriver(void* sharedGLContext,
Driver* PlatformWebGL::createDriver(void* const sharedGLContext,
const Platform::DriverConfig& driverConfig) noexcept {
return OpenGLPlatform::createDefaultDriver(this, sharedGLContext, driverConfig);
}
-5
View File
@@ -15,7 +15,6 @@
*/
#include <backend/BufferDescriptor.h>
#include <backend/BufferObjectStreamDescriptor.h>
#include <backend/DescriptorSetOffsetArray.h>
#include <backend/DriverEnums.h>
#include <backend/PipelineState.h>
@@ -438,10 +437,6 @@ io::ostream& operator<<(io::ostream& out, BufferDescriptor const& b) {
<< ", user=" << b.getUser() << " }";
}
io::ostream& operator<<(io::ostream& out, const BufferObjectStreamDescriptor& b) {
return out << "BufferObjectStreamDescriptor{ streams(" << b.mStreams.size() << ")=... }";
}
io::ostream& operator<<(io::ostream& out, PixelBufferDescriptor const& b) {
BufferDescriptor const& base = static_cast<BufferDescriptor const&>(b);
return out << "PixelBufferDescriptor{ " << base
@@ -17,6 +17,9 @@
#include "VulkanBlitter.h"
#include "VulkanCommands.h"
#include "VulkanContext.h"
#include "VulkanFboCache.h"
#include "VulkanHandles.h"
#include "VulkanSamplerCache.h"
#include "VulkanTexture.h"
#include "vulkan/utils/Image.h"
@@ -24,6 +24,13 @@
namespace filament::backend {
class VulkanBuffer;
class VulkanFboCache;
class VulkanPipelineCache;
class VulkanSamplerCache;
struct VulkanProgram;
class VulkanBlitter {
public:
VulkanBlitter(VkPhysicalDevice physicalDevice, VulkanCommands* commands) noexcept;
@@ -295,8 +295,6 @@ VulkanCommandBuffer& CommandBufferPool::getRecording() {
}
void CommandBufferPool::gc() {
FVK_SYSTRACE_CONTEXT();
FVK_SYSTRACE_START("CommandBufferPool::gc");
ActiveBuffers reclaimed;
mSubmitted.forEachSetBit([this,&reclaimed] (size_t index) {
auto& buffer = mBuffers[index];
@@ -306,7 +304,6 @@ void CommandBufferPool::gc() {
}
});
mSubmitted &= ~reclaimed;
FVK_SYSTRACE_END();
}
void CommandBufferPool::update() {
@@ -336,9 +333,7 @@ void CommandBufferPool::wait() {
mSubmitted.forEachSetBit([this, &count, &fences] (size_t index) {
fences[count++] = mBuffers[index]->getVkFence();
});
if (count) {
vkWaitForFences(mDevice, count, fences, VK_TRUE, UINT64_MAX);
}
vkWaitForFences(mDevice, count, fences, VK_TRUE, UINT64_MAX);
update();
}
@@ -152,12 +152,12 @@ static_assert(FVK_ENABLED(FVK_DEBUG_VALIDATION));
#elif FVK_ENABLED(FVK_DEBUG_SYSTRACE)
#include <utils/Systrace.h>
#define FVK_SYSTRACE_CONTEXT() SYSTRACE_CONTEXT()
#define FVK_SYSTRACE_START(marker) SYSTRACE_NAME_BEGIN(marker)
#define FVK_SYSTRACE_END() SYSTRACE_NAME_END()
#define FVK_SYSTRACE_SCOPE() SYSTRACE_CALL()
#define FVK_PROFILE_MARKER(marker) SYSTRACE_CALL()
#define FVK_SYSTRACE_SCOPE() SYSTRACE_NAME(__func__)
#define FVK_PROFILE_MARKER(marker) FVK_SYSTRACE_SCOPE()
#else
#define FVK_SYSTRACE_CONTEXT()

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