Compare commits

..
Author SHA1 Message Date
bridgewaterrobbie 43ab60521c Quick change to hello triangle to comply with WebGPU requirements on alignment. Long term it would check for which backend is in use 2025-05-14 19:59:34 -04:00
bridgewaterrobbie b7c685647a Revert "Dawn change to enable writeBuffer for size != multiple of 4"
This reverts commit b94c802076.
2025-05-14 19:58:11 -04:00
Ben Doherty d45a5cc926 Add documentation on using Instruments (#8737) 2025-05-14 14:53:12 -07:00
Powei Feng 361ba2afea renderdiff: separate comparison from rendering (#8733)
- Move the comparison logic into its own script
- Add entry point bash script to generate the renderings
- Separate the preamble bash logic into its own file
2025-05-14 09:48:16 -07:00
Ben Doherty 78419cd992 Add initialize method to PlatformMetal (#8708) 2025-05-13 14:30:02 -07:00
Sungun Park cc7361dba5 Release Filament 1.60.0 2025-05-13 21:27:27 +00:00
Powei Feng 5c0841ff56 Update release note after cherry-pick 2025-05-13 14:26:13 -07:00
Matthew Hoffman 10af183756 Document which vulkan tests have issues with associated bugs. (#8731)
BUGS=[409100093]
2025-05-13 21:10:34 +00:00
David Neto 56e0e9a424 Move calls to SPV remapper to another .cpp file (#8729) 2025-05-13 20:33:49 +00:00
Mathias Agopian 86a500c846 clean public header dependencies (#8725)
* remove io::ostream dependency from CString.h + clang tidy

* remove ostream.h dependency from Invocable.h

* remove Panic.h dependency from FixedCapacityVector.h

* remove ostream.h dependency from backend/ headers

* clang tidy Panic.h/Panic.cpp
2025-05-13 11:32:45 -07:00
Sungun Park 5b3f13fc1d Revert "Add getter functions for settings to build ColorGrading object (#8699)"
This reverts commit f10d226565.
2025-05-13 11:22:33 -07:00
Powei Feng 1b1dfaa57c build.sh ndk version fix again (#8726)
Fix again after #8717
2025-05-13 06:44:21 +00:00
Powei Feng bf8c84bbe5 Clean-up build.sh android (#8722)
Failed to build android when using CMake >= 4.0.

Remove a no longer required check for the android build. This check
should be covered by the cmake_minimum_required() call, which is
present in relevant CMakeLists.txts.
2025-05-13 06:29:17 +00:00
Jeremy Nelson fb179cabbc Using usage and format from filament 2025-05-12 16:15:21 -07:00
Jeremy Nelson a80ea743e8 Simplifying aspect cases 2025-05-12 16:15:21 -07:00
Jeremy Nelson 97f8106909 removing duplicate return 2025-05-12 16:15:21 -07:00
Jeremy Nelson d455899b93 Simplify cases and default to All 2025-05-12 16:15:21 -07:00
Jeremy Nelson 63fe439a5e Infer TextureView Aspect from format and usage
Picks an appropriate aspect based on formate and usage.
2025-05-12 16:15:21 -07:00
Ben Doherty 7847220aba Materials: allow specifying the shader stages for samplers (#8720) 2025-05-12 14:20:11 -07:00
Matthew Hoffman d76ae4395b Mark ExternalImageCocoaGL as final not just its destructor. (#8719)
This is necessary to build on MacOS with homebrew's llvm as opposed to Apple's.
2025-05-12 19:43:30 +00:00
Powei Feng f994cb58ce gl: add invalidate_framebuffer workaround for Mesa+Intel (#8706)
FIXES=405252622
2025-05-12 18:18:13 +00:00
Sungun Park 52eb682498 Update MATERIAL_VERSION to 60 2025-05-12 16:45:36 +00:00
Mathias Agopian 5a5168a191 CString tidy cleanup and rvalue methods
We add rvalue version of append/insert/replace so that calling
those on a temporary yields to a temporary.

Also add string literal versions of those so that we can 
append/insert/replace a literal without allocation, e.g.:

`CString foo = CString{ bar }.append("baz");`

This will not end-up creating a temporary CString for "baz".
2025-05-09 16:14:01 -07:00
Powei Feng e85dfe75c8 github: move test script to /test and same for /build (#8714)
- Moved get_mesa.sh to build/common/get-mesa.sh
- Moved check-headers.sh to test/check-headers/test.sh
- Moved check-metal-shaders.sh to test/check-metal-shaders/test.sh
2025-05-09 22:35:18 +00:00
Logan Lawrence 6beb40b0a1 Update release.yml to include native android build files (#8694) 2025-05-09 17:25:00 +00:00
Powei Feng 5cb96e5732 Clean up ndk version in build.sh (#8717)
Follow up to #8663
2025-05-09 15:51:30 +00:00
Matthew Hoffman 927aa57a4e Document ASAN (with leak detection) on MacOS (#8716)
* Revert "Optional CMake flag for enabling ASAN for backend and its tests. (#8696)"

This reverts commit 543b93939a.
There were other already existing ways to achieve this without the need for new flags.

* Add documentation on running with ASAN and leak detection on mac.

BUGS=[398198310]
2025-05-09 10:22:29 -05:00
Powei Feng 36e775902d renderdiff: script for updating golden images (#8709)
Adding a python script to enable updating new goldens into
a staging branch in the golden repo (filament-assets).

The same script can be used in github workflow to automatically
create a golden staging branch. This will be useful for users
without access to a mac (the only platform for generating
goldens as of now).
2025-05-08 22:07:17 +00:00
Powei Feng 53e28f3b33 github: fix release mac build (#8713) 2025-05-08 11:44:08 -07:00
Powei Feng 7ccbdb4633 Release Filament 1.59.5 2025-05-08 09:06:44 -07:00
Daisuke KasugaandDaisuke Kasuga f10d226565 Add getter functions for settings to build ColorGrading object (#8699)
* add getter methods for ColorGrading builder settings
* add tone mapper impl clone funcs
* update the release notes
---------

Co-authored-by: Daisuke Kasuga <dkasuga@google.com>
2025-05-09 00:43:40 +09:00
Powei Feng 28ecf5c35d renderdiff: add golden repo support (#8689)
- Add GoldenManager to manage access to the repo containing the
  goldens
- Add tif comparison code
- Enable comparison by default for actual test
2025-05-07 21:20:22 +00:00
Matthew Hoffman 9683eb649c Backend test python script updated to display side by side images. (#8695) 2025-05-07 20:48:55 +00:00
Powei Feng 3d10ae3ee3 github: more build file refactoring (#8678)
- Move emscripten download into its own script
 - Refactor the common "CI choice" prompt into its own file.
 - Move the content of `build/common/ci-common.sh` to the
   "CI choice" script.
 - Mention the get-emscripten.sh script in BUILDING.md
2025-05-07 19:39:11 +00:00
44a75dd44b VK: Add a new platform method to check UMA (#8704)
* VK: Add a new context method to check UMA

This heuristic should work on almost all devices,
can be extended later as needed.

* Addressing PR comments

---------

Co-authored-by: Powei Feng <powei@google.com>
Co-authored-by: Serge Metral <sergemetral@google.com>
2025-05-07 12:08:34 -07:00
Juan David Caldas de7bcd2df7 explicitly set bindings 2025-05-07 14:39:32 -04:00
bridgewaterrobbie 6adf140fb4 Simple and possibly incomplete pipeline hashing 2025-05-07 14:39:32 -04:00
Syed Idris Shah b94c802076 Dawn change to enable writeBuffer for size != multiple of 4 2025-05-07 14:39:32 -04:00
bridgewaterrobbieandAndy Hovingh b231de0b5b WebGPU: HelloTraingle hacks
Co-authored-by: Andy Hovingh <6198728+AndyHovingh@users.noreply.github.com>
2025-05-07 14:39:32 -04:00
bridgewaterrobbie fca200d549 Use variant layout label if available 2025-05-07 14:39:32 -04:00
bridgewaterrobbie ba1d3f6c76 Minimal labels implementation for descriptorset layout 2025-05-07 14:39:32 -04:00
bridgewaterrobbie 7734fd4ad9 Add CString Append function 2025-05-07 13:34:00 -04:00
Mathias Agopian 7e6839f535 remove dependence on per-view descset layout from filamat
I've been going back and forth on whether we information about the
per-view descriptor set layout should be written in the material
file.

In this change, we remove that dependency. By definition the 
"per view" descriptor-set layout should only depend on view parameters
and obviously, all materials must be compatible.

In practice, a material does affect the layout so a reconciliation 
needs to happen somewhere. It's easier to maintain to have all this
logic in one place (in Filament) instead of split between material
generation and filament. 


All this change really does is to remove the information about the
per-view layout from the material file, and move it to Material in
filament, where it is hardcoded (before it was hardcoded in filamat),
but because both sides needed to match there was shared code.

**Material recompilation needed**
2025-05-06 11:10:06 -07:00
Mathias Agopian 3d78322058 clang-tidy cleanup 2025-05-06 11:10:06 -07:00
Mathias Agopian 3e1ea7cdfd clean-up our handling of descriptor-sets a bit more
the main aim of this PR is to consolidate how we access the
"per view" descriptor set to a single place.

some validation code is moved into DescriptorSets.cpp, so we get a
more centralized idea of what we do with the descriptors.

also factorize in one place the filtering of sampler list by layouts.
2025-05-06 11:10:06 -07:00
Mathias Agopian 6d413a4faf add missing depth formats to getMetalFormat()
this prevented to upload depth data into a depth texture
2025-05-06 11:08:34 -07:00
Powei Feng af09c517b6 Revert "Use the Perfetto SDK instead of ATRACE" (#8701)
This reverts commit ca3ff7e08e.
2025-05-06 17:41:21 +00:00
Konrad Piascik 67b9c72442 Fix windows compile errors 2025-05-06 12:24:42 -04:00
Andy Hovingh c1a8d73384 webgpu: legacy draw call should call draw2 2025-05-06 12:24:42 -04:00
Andy Hovingh 2d98ac878e webgpu: sets bind groups in the render pass 2025-05-06 12:24:42 -04:00
Andy Hovingh 35ab5f768d webgpu: depth texture and attachment 2025-05-06 12:24:42 -04:00
bridgewaterrobbieandJuan Caldas 705b3c39f4 WebGPU: Add Draw call, with temporary hack to achieve spinning triangle
Co-authored-by: Juan Caldas <juancaldas@google.com>
2025-05-06 12:24:42 -04:00
56231db326 WebGPU: Set spec constants via string mapping
Co-authored-by: Andy Hovingh <6198728+AndyHovingh@users.noreply.github.com>
Co-authored-by: Juan Caldas <juancaldas@google.com>
2025-05-06 12:24:42 -04:00
e97f7ef628 WebGPU: Render Target Implementation
Co-authored-by: Andy Hovingh <6198728+AndyHovingh@users.noreply.github.com>
Co-authored-by: Syed Idris Shah <idrisshah@google.com>
2025-05-06 12:24:42 -04:00
bridgewaterrobbieandAndy Hovingh 4570c2e710 WebGPU: Sampler, Texture and Descriptor Set setup
Co-authored-by: Andy Hovingh <6198728+AndyHovingh@users.noreply.github.com>
2025-05-06 12:24:42 -04:00
bridgewaterrobbie 4759237e66 Separate out required and optional features for webgpu. Panic if any required features are not available 2025-05-06 12:24:42 -04:00
Matthew Hoffman 543b93939a Optional CMake flag for enabling ASAN for backend and its tests. (#8696) 2025-05-05 12:35:21 -05:00
Benjamin Doherty 9b356926b8 Release Filament 1.59.4 2025-05-01 17:33:19 -07:00
Matthew Hoffman 7179ab5b9d Prevent all backend vulkan tests from crashing. (#8682)
Many still fail that shouldn't though.
2025-05-01 21:50:56 +00:00
Sungun Park 0a6bbdb35c Add flag to disable depth precaching (#8686)
Depth precaching can cause initial startup stalls, particularly on
platforms such as WebGL on FireFox/Mac.

This option allows us to disable depth precaching, which can be useful
for eliminating the initial startup hiccups or stalls due to the upfront
precaching of depth variants.

BUG=[392917621]
2025-05-01 20:41:04 +00:00
Mathias Agopian 29919e64cd update remote ui, web samples and documentation 2025-05-01 10:21:27 -07:00
Andy Hovingh a7660e40f8 webgpu: fix command buffer (+encoder) life-cycle (avoids breaks on multiple render passes) 2025-05-01 07:31:58 -05:00
Mathias Agopian 22e1f9b930 better comments regarding Variant::VSM 2025-04-30 11:59:37 -07:00
Juan Caldas e205611128 BUGS=397448737
Add WebGPU Support to matdbg
2025-04-30 17:43:28 +00:00
Andy Hovingh 8a3bf04eef webgpu: initial render pipeline creation 2025-04-29 16:22:09 -05:00
Matthew Hoffman 44840a481e Working backend tests on MacOS for Metal as well as OpenGL (#8662)
BUGS=[409099263]
2025-04-29 12:21:36 -07:00
Powei Feng 8070643ba5 ci: refactor to centralize version definitions (#8663)
- move CI only prerequisites to github actions
 - Add linux, mac prereq actions
 - Add an action for indicating dependency versions
 - Move ninja installation into its own script
2025-04-29 10:02:51 -07:00
Doris Wu 0c33f9f2a3 [fgviewer] Add graphviz view mode to the web page (#8673)
* Export graphviz data to the webview

* Fix some errors

* Fix colors

* Only show toggle when view selected

* Update

* Merge graphviz data into json string

* Mark export_graphviz function as const

* Set SERVE_FROM_SOURCE_TREE to 0

* Remove unnecessary import

* Refactor

* Refactor

* New line when early return
2025-04-29 02:39:37 +00:00
Juan Caldas db72bd024b wgpu: Update callback mode to WaitAnyOnly (#8677) 2025-04-28 20:29:38 -04:00
235 changed files with 5329 additions and 2230 deletions
+7
View File
@@ -0,0 +1,7 @@
name: 'Set up dependency versions'
runs:
using: "composite"
steps:
- name: Set up dependency versions
shell: bash
run: cat ./build/common/versions >> $GITHUB_ENV
+38
View File
@@ -0,0 +1,38 @@
name: 'Linux Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Install Linux Prerequisites
shell: bash
run: |
set -xe
# See https://askubuntu.com/questions/272248/processing-triggers-for-man-db/1476024#1476024
echo "set man-db/auto-update false" | sudo debconf-communicate
sudo dpkg-reconfigure man-db
# Install ninja
source ./build/common/get-ninja.sh
# Install CMake
mkdir -p cmake
cd cmake
sudo wget https://github.com/Kitware/CMake/releases/download/v$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
View File
@@ -0,0 +1,23 @@
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
+16
View File
@@ -0,0 +1,16 @@
name: 'Web Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Cache EMSDK
id: emsdk-cache
uses: actions/cache@v4 # Use a specific version
with:
path: emsdk
key: ${{ runner.os }}-emsdk-${{ env.GITHUB_EMSDK_VERSION }}
- name: Install Web Prerequisites
shell: bash
run: |
bash ./build/common/get-emscripten.sh
echo "EMSDK=$PWD/emsdk" >> $GITHUB_ENV
+3
View File
@@ -16,6 +16,9 @@ jobs:
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
View File
@@ -14,6 +14,9 @@ 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
+3
View File
@@ -14,6 +14,9 @@ jobs:
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
+4 -1
View File
@@ -14,6 +14,9 @@ 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
@@ -23,4 +26,4 @@ jobs:
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
build/common/check-headers.sh out/release/filament/include
test/check-headers/test.sh out/release/filament/include
+49 -44
View File
@@ -9,22 +9,32 @@ on:
- main
jobs:
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [macos-14-xlarge, ubuntu-22.04-16core]
build-desktop-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh presubmit
cd build/mac && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
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
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
@@ -35,6 +45,8 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- name: Run build script
run: |
build\windows\build-github.bat presubmit
@@ -48,6 +60,7 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
@@ -66,6 +79,7 @@ jobs:
- 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
@@ -79,6 +93,10 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit
@@ -101,30 +119,22 @@ jobs:
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
- 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'
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Cache Mesa and deps
id: mesa-cache
uses: actions/cache@v4 # Use a specific version
uses: actions/cache@v4
with:
path: |
$HOME/Library/Caches/Homebrew
mesa
key: ${{ runner.os }}-mesa-deps-${{ vars.MESA_VERSION }}
- name: Get Mesa
id: mesa-prereq
env:
MESA_VERSION: ${{ vars.MESA_VERSION }}
path: mesa
key: ${{ runner.os }}-mesa-deps-2-${{ vars.MESA_VERSION }}
- name: Prerequisites
id: prereqs
run: |
bash test/utils/get_mesa.sh
bash build/common/get-mesa.sh
pip install tifffile numpy
- name: Run Test
run: |
bash test/renderdiff/test.sh
run: bash test/renderdiff/test.sh
- uses: actions/upload-artifact@v4
with:
name: presubmit-renderdiff-result
@@ -133,38 +143,33 @@ jobs:
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: source ./build/linux/ci-common.sh && ./build.sh -W debug test_filamat filament
run: ./build.sh -W debug test_filamat filament
- name: Run test
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
code-correcteness:
name: code-correctness
test-code-correctness:
name: test-code-correctness
runs-on: 'macos-14-xlarge'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- 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: Install prerequisites
- uses: ./.github/actions/mac-prereq
- name: Install clang-tidy and deps
run: |
pip install pyyaml
brew install llvm
sudo ln -s "$(brew --prefix llvm)/bin/clang-tidy" "/usr/local/bin/clang-tidy"
brew install llvm@${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
- name: Run test
run: |
bash test/code-correctness/test.sh
run: bash test/code-correctness/test.sh
+48 -12
View File
@@ -29,15 +29,11 @@ on:
types: [created]
jobs:
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
build-linux:
name: build-linux
runs-on: ubuntu-22.04-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
strategy:
matrix:
os: [macos-14-xlarge, ubuntu-22.04-32core]
steps:
- name: Decide Git ref
id: git_ref
@@ -49,15 +45,48 @@ 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: ${{ steps.git_ref.outputs.tag }}
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
cd build/linux && printf "y" | ./build.sh release
cd ../..
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;
mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
build-mac:
name: build-mac
runs-on: macos-14-xlarge
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
steps:
- name: Decide Git ref
id: git_ref
run: |
REF=${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/mac-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/mac && printf "y" | ./build.sh release
cd ../..
mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -84,6 +113,8 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -121,6 +152,7 @@ jobs:
with:
distribution: 'temurin'
java-version: '17'
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -131,6 +163,9 @@ jobs:
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
cd out/android-release/filament
tar -czf ../../filament-${TAG}-android-native.tgz .
cd ../../..
- name: Sign sample-gltf-viewer
run: |
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
@@ -152,7 +187,7 @@ jobs:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create(['out/*.aar', 'out/*.apk'].join('\n'));
const globber = await glob.create(['out/*.aar', 'out/*.apk', 'out/*.tgz'].join('\n'));
await upload({ github, context }, await globber.glob(), TAG);
build-ios:
@@ -171,6 +206,7 @@ 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 }}
+4
View File
@@ -14,6 +14,10 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
+2
View File
@@ -363,6 +363,8 @@ python ./emsdk.py activate latest
source ./emsdk_env.sh
```
Alternatively, you can try running the script `build/common/get-emscripten.sh`.
After this you can invoke the [easy build](#easy-build) script as follows:
```shell
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.59.3'
implementation 'com.google.android.filament:filament-android:1.60.0'
}
```
@@ -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', '~> 1.59.3'
pod 'Filament', '~> 1.60.0'
```
## Documentation
+13
View File
@@ -7,6 +7,19 @@ 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).
## v1.60.1
## v1.60.0
- materials: remove dependence on per-view descset layout from filamat. [⚠️ **New Material Version**]
- matc non-functional change: Update GLSL postprocessor to
isolate calls to SPVRemap from calls to SPIRV-Cross.
## v1.59.5
## v1.59.4
@@ -1980,7 +1980,7 @@ public class View {
}
/**
* reconstruction filter width typically between 0.2 (sharper, aliased) and 1.5 (smoother)
* reconstruction filter width typically between 1 (sharper) and 2 (smoother)
*/
public float filterWidth = 1.0f;
/**
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.59.3
VERSION_NAME=1.60.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1 -11
View File
@@ -151,7 +151,7 @@ function print_fgviewer_help {
}
# Unless explicitly specified, NDK version will be selected as highest available version within same major release chain
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/android/ndk.version | cut -f 1 -d ".")}
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/common/versions | grep GITHUB_NDK_VERSION | sed s/GITHUB_NDK_VERSION=//g | cut -f 1 -d ".")}
# Requirements
CMAKE_MAJOR=3
@@ -463,16 +463,6 @@ function ensure_android_build {
echo "Error: Android NDK side-by-side version ${FILAMENT_NDK_VERSION} or compatible must be installed, exiting"
exit 1
fi
local cmake_version=$(cmake --version)
if [[ "${cmake_version}" =~ ([0-9]+)\.([0-9]+)\.[0-9]+ ]]; then
if [[ "${BASH_REMATCH[1]}" -lt "${CMAKE_MAJOR}" ]] || \
[[ "${BASH_REMATCH[2]}" -lt "${CMAKE_MINOR}" ]]; then
echo "Error: cmake version ${CMAKE_MAJOR}.${CMAKE_MINOR}+ is required," \
"${BASH_REMATCH[1]}.${BASH_REMATCH[2]} installed, exiting"
exit 1
fi
fi
}
function build_android {
+7 -37
View File
@@ -1,28 +1,6 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
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..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
@@ -30,30 +8,22 @@ 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 ${java_version} instead"
exit 0
exit 1
fi
fi
# Unless explicitly specified, NDK version will be set to match exactly the required one
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
FILAMENT_NDK_VERSION=${GITHUB_NDK_VERSION:-27.0.11718014}
(! grep "${FILAMENT_NDK_VERSION}" `dirname $0`/../../android/build.gradle > /dev/null) &&
echo "Mismatch of NDK versions: want ${FILAMENT_NDK_VERSION} and not found in android/build.gradle" &&
exit 1
# Install the required NDK version specifically (if not present)
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
-1
View File
@@ -1 +0,0 @@
27.0.11718014
+15
View File
@@ -1,5 +1,20 @@
#!/bin/bash
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $BUILD_DEBUG
# $BUILD_RELEASE
# Typically a build script (build.sh) would source this script. For example,
# source `dirname $0`/../common/build-common.sh
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
if [[ ! "$TARGET" ]]; then
if [[ "$1" ]]; then
TARGET=$1
+19
View File
@@ -0,0 +1,19 @@
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
fi
-6
View File
@@ -1,6 +0,0 @@
#!/bin/bash
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
CONTINUOUS_INTEGRATION=true
fi
+22
View File
@@ -0,0 +1,22 @@
#!/bin/bash
if [ -d "./emsdk" ]; then
echo "emsdk folder found. Assume emsdk has been installed."
cd emsdk
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
exit 0
fi
# Install emscripten.
EMSDK_VERSION=${GITHUB_EMSDK_VERSION-3.1.60}
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/${EMSDK_VERSION}.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
@@ -14,18 +14,18 @@
#!/usr/bin/bash
set -x
set -e
if [[ "$GITHUB_WORKFLOW" ]]; then
set -e
set -x
fi
os_name=$(uname -s)
LLVM_VERSION=16
MESA_VERSION=${MESA_VERSION-24.2.1}
OS_NAME=$(uname -s)
LLVM_VERSION=${GITHUB_LLVM_VERSION-16}
MESA_VERSION=${GITHUB_MESA_VERSION-24.2.1}
ORIG_DIR=$(pwd)
MESA_DIR=${MESA_DIR-${ORIG_DIR}/mesa}
if [[ "$os_name" == "Linux" ]]; then
if [[ "$OS_NAME" == "Linux" ]]; then
sudo apt install python3-venv
fi
@@ -35,14 +35,14 @@ source ${ORIG_DIR}/venv/bin/activate
NEEDED_PYTHON_DEPS=("mako" "setuptools" "pyyaml")
for cmd in "${NEEDED_PYTHON_DEPS[@]}"; do
if ! python3 -m pip show "${cmd}" >/dev/null 2>&1; then
if ! python3 -m pip show -q "${cmd}" >/dev/null 2>&1; then
python3 -m pip install ${cmd}
fi
done
deactivate
# Install system deps
if [[ "$os_name" == "Linux" ]]; then
if [[ "$OS_NAME" == "Linux" ]]; then
if [[ "$GITHUB_WORKFLOW" ]]; then
# We only want to do this if it is a CI machine.
sudo apt-get -y remove llvm-*
@@ -64,18 +64,17 @@ if [[ "$os_name" == "Linux" ]]; then
sudo apt -y remove llvm-18 llvm-18-* llvm-19 llvm-19-*
set -e
CURRENT_CLANG_VERSION=$(clang --version | head -n 1 | awk '{ print $4 }' | awk 'BEGIN { FS="\\." } { print $1 }')
GITHUB_CLANG_VERSION=${GITHUB_CLANG_VERSION:-${CURRENT_CLANG_VERSION}}
GITHUB_CLANG_VERSION=${GITHUB_CLANG_VERSION:-${LLVM_VERSION}}
sudo apt-get -y install clang-${GITHUB_CLANG_VERSION} \
libc++-${GITHUB_CLANG_VERSION}-dev \
libc++abi-${GITHUB_CLANG_VERSION}-dev \
CLANG_VERSION=${CURRENT_CLANG_VERSION:-${LLVM_VERSION}}
sudo apt-get -y install clang-${CLANG_VERSION} \
libc++-${CLANG_VERSION}-dev \
libc++abi-${CLANG_VERSION}-dev \
llvm-${LLVM_VERSION} \
llvm-${LLVM_VERSION}-{dev,tools,runtime}
! command -v clang > /dev/null 2>&1 && \
sudo ln -s /usr/bin/clang-${GITHUB_CLANG_VERSION} /usr/bin/clang && \
sudo ln -s /usr/bin/clang++-${GITHUB_CLANG_VERSION} /usr/bin/clang++
sudo ln -s /usr/bin/clang-${CLANG_VERSION} /usr/bin/clang && \
sudo ln -s /usr/bin/clang++-${CLANG_VERSION} /usr/bin/clang++
fi # [[ "$GITHUB_WORKFLOW" ]]
elif [[ "$os_name" == "Darwin" ]]; then
elif [[ "$OS_NAME" == "Darwin" ]]; then
if [[ ! "$GITHUB_WORKFLOW" ]]; then
if [ ! command -v brew > /dev/null 2>&1 ]; then
echo "Error: need to install homebrew to continue"
@@ -83,7 +82,7 @@ elif [[ "$os_name" == "Darwin" ]]; then
fi
fi
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=true brew install autoconf automake libx11 libxext libxrandr llvm@${LLVM_VERSION} ninja meson pkg-config libxshmfence
fi # [[ "$os_name" == x ]]
fi # [[ "$OS_NAME" == x ]]
LOCAL_LDFLAGS=${LDFLAGS}
LOCAL_CPPFLAGS=${CPPFLAGS}
@@ -122,7 +121,7 @@ mkdir -p out
source ${ORIG_DIR}/venv/bin/activate
if [[ "$os_name" == "Darwin" ]]; then
if [[ "$OS_NAME" == "Darwin" ]]; then
LOCAL_LDFLAGS="-L/opt/homebrew/opt/llvm@${LLVM_VERSION}/lib"
LOCAL_CPPFLAGS="-I/opt/homebrew/opt/llvm@${LLVM_VERSION}/include -I/opt/homebrew/include"
LOCAL_PATH=${PATH}:/opt/homebrew/opt/llvm@${LLVM_VERSION}/bin
@@ -146,6 +145,6 @@ deactivate
popd
if [[ "$GITHUB_WORKFLOW" ]]; then
set +e
set +x
fi
set +x
set +e
+18
View File
@@ -0,0 +1,18 @@
#!/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 ${NINJA_DL_DIR}/ninja /usr/local/bin/
fi
+7
View File
@@ -0,0 +1,7 @@
GITHUB_CLANG_VERSION=14
GITHUB_CMAKE_VERSION=3.19.5
GITHUB_NINJA_VERSION=1.10.2
GITHUB_MESA_VERSION=24.2.1
GITHUB_LLVM_VERSION=16
GITHUB_NDK_VERSION=27.0.11718014
GITHUB_EMSDK_VERSION=3.1.60
+1 -27
View File
@@ -1,36 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
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 $0`/../.. > /dev/null
# If we're generating an archive for release or continuous builds, then we'll also build for the
@@ -41,4 +16,3 @@ if [[ "${GENERATE_ARCHIVES}" ]]; then
fi
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-6
View File
@@ -1,6 +0,0 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
export PATH="$PWD:$PATH"
+2 -30
View File
@@ -1,39 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $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
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-38
View File
@@ -1,38 +0,0 @@
#!/bin/bash
# version of clang we want to use
export GITHUB_CLANG_VERSION=14
# version of CMake to use instead of the default one
export GITHUB_CMAKE_VERSION=3.19.5
# version of ninja to use
export GITHUB_NINJA_VERSION=1.10.2
# Steps for GitHub Workflows
if [[ "$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
# 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
fi
+2 -26
View File
@@ -1,35 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
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..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
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
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-8
View File
@@ -1,8 +0,0 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
# Install ninja globally for AGP
cp ninja /usr/local/bin
export PATH="$PWD:$PATH"
+8 -2
View File
@@ -31,10 +31,16 @@ 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}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${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()
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)
+8 -2
View File
@@ -32,10 +32,16 @@ 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}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${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()
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)
+8 -2
View File
@@ -31,10 +31,16 @@ 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}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${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()
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)
+8 -2
View File
@@ -31,10 +31,16 @@ 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}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${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()
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)
+1 -25
View File
@@ -1,34 +1,10 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
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..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
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
-23
View File
@@ -1,23 +0,0 @@
#!/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:$PATH"
# Install emscripten.
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.60.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
+1 -1
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File diff suppressed because one or more lines are too long
+36 -19
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://twitter.com/darthmoosious">@darthmoosious</a></li></ul>
<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>
<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>
@@ -259,26 +259,27 @@ 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">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">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">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">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">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">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">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">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>
<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">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>
</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>
@@ -1486,10 +1487,13 @@ 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 also have an optional <code>precision</code>, which can be
name must be a valid GLSL identifier. Entries 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>.
<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.
</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>
@@ -1752,7 +1756,13 @@ 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><p></p><pre class="listing tilde"><code><span class="line">material {</span>
</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>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
<span class="line"> type : sampler2d,</span>
@@ -1779,7 +1789,7 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
</p></dd><dt>Value</dt><dd><p> Up to 4 strings, each must be a valid GLSL identifier.
</p></dd><dt>Value</dt><dd><p> Up to 5 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
@@ -1794,7 +1804,14 @@ 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><p></p><pre class="listing tilde"><code><span class="line">material {</span>
</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>
<span class="line"> name : Skybox,</span>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
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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&#x27;s ECS.</td>
<td align="left">Singleton used for constructing entities in Filament'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&#x27;s native window.</td>
<td align="left">Represents the platform'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&#x27;s native rendering surface.</td>
<td align="left">Represents the platform'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&#x27;s Java bindings.</p>
This would also be more consistent with Filament'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&#x27;s ECS.</p>
<p>Singleton used for constructing entities in Filament'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&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you'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&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
<p>Represents the platform&#x27;s native window.</p>
<p>Represents the platform'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&#x27;s native rendering surface.</p>
<p>Represents the platform'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&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you'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&#x27;s of required assets.</li>
<li>Array of strings containing URL'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&#x27;s invoked after each asset is downloaded.</li>
<li>optional callback that'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&#x27;s of required assets.</li>
<li>Array of strings containing URL'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&#x27;s and a
<p>All JavaScript clients must call the init function, passing in a list of asset URL'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&#x27;s that absolutely must
WebAssembly module has been loaded. Clients should only pass asset URL'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&#x27;s to Uint8Array objects.</p>
object, which contains a mapping from URL'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&#x27;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'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&#x27;s try out <code>matc</code>. Create the following file in your favorite text editor and call it
<p>Let'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 -a opengl -p mobile -o plastic.filamat plastic.mat
<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
</pre></div>
<p>You should now have a material archive in your working directory, which we&#x27;ll use later in the
<p>You should now have a material archive in your working directory, which we'll use later in the
tutorial.</p>
<h2>Bake environment map</h2>
<p>Next we&#x27;ll use Filament&#x27;s <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
<p>Next we'll use Filament'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 -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
<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
</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: #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>
<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>
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$Type;<span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>ibl_url,<span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$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;
<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: #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: #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: #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: #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: #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: #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><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>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>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>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>
<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>}
}
</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&#x27;s create a material instance from the package that we built at the beginning the tutorial.
<p>Next let'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: #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>
<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();
<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>
<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>);
</pre></div>
<p>The next step is to create a renderable for the sphere. To help with this, we&#x27;ll use the <code>IcoSphere</code>
<p>The next step is to create a renderable for the sphere. To help with this, we'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&#x27;s go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
<p>Let'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: #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>
<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);
<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>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>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>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>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>
<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);
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>
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);
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>
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);
</pre></div>
<p>At this point, the app is rendering a sphere, but it is black so it doesn&#x27;t show up. To prove that
<p>At this point, the app is rendering a sphere, but it is black so it doesn'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: #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>
<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);
<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>
<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);
</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&#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>
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;
<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: #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: #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">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">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: #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: #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">// 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">// 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>
<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);
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
scene.setIndirectLight(indirectLight);
</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: #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>
<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);
</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&#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>
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);
<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>
<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);
</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: #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>
<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);
</pre></div>
<p>That&#x27;s it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
<p>That'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&#x27;ll take a closer look at textures and interaction.</p>
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'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&#x27;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'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&#x27;ll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
we'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&#x27;s create a compressed filamesh file for suzanne by
called <code>filamesh</code> for simple use cases. Let'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 --compress monkey.obj suzanne.filamesh
<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
</pre></div>
<h2>Create mipmapped textures</h2>
<p>Next, let&#x27;s create mipmapped KTX files using filament&#x27;s <code>mipgen</code> tool. We&#x27;ll create compressed and
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'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 albedo.png albedo.ktx2
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png albedo.ktx2
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
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
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
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
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
mipgen --grayscale roughness.png roughness.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc roughness.png roughness.ktx2
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
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
mipgen --grayscale metallic.png metallic.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc metallic.png metallic.ktx2
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
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
mipgen --grayscale ao.png ao.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc ao.png ao.ktx2
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
</pre></div>
<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>
<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>
<h2>Bake environment map</h2>
<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>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>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 -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> -
<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>-
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
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
</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&#x27;ll create a material that uses textures for several parameters.</p>
demo, we'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 -a opengl -p mobile -o textured.filamat textured.mat
<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
</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><span style="color: #bbbbbb"></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>
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>
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>]);
});
<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: #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: #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>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>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: #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: #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: #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: #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">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">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">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">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><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>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>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>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>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><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$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">&lt;</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$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>}
}
</pre></div>
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We&#x27;ll download
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'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: #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>
<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>);
<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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;textured.filamat&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;suzanne.filamesh&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;venetian_crossroads_2k&#39;</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</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>;
</pre></div>
<h2>Create skybox and IBL</h2>
<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>
<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);
</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&#x27;ll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
<p>Next we'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&#x27;ll make several <code>setTextureParameter</code> calls on the material instance, then we&#x27;ll
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'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: #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>
<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);
<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">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">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: #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: #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: #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: #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>
<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);
});
</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: #666666">=</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: #666">=</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: #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>
<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>});
</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: #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>
<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>();
</pre></div>
<p>That&#x27;s it, we now have a fast-loading interactive demo. The complete JavaScript file is available
<p>That'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&#x27;s also used to generate the JavaScript for the above demo.
web page, it'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&#x27;ll often see
(generating JS). In the code samples, you'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: #666666">=</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: #666">=</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: #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">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">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: #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">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">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: #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>
<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>}
}
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>
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>);
</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&#x27;ll do most of the
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'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&#x27;ll learn more about material packages in the next tutorial.</p>
that define a PBR material. We'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 -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>
<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>
</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&#x27;s simple server in production since it does not serve WebAssembly files
<p>Take care not to use Python'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&#x27;s start adding
<p>We now have a basic skeleton that can respond to paint and resize events. Let'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: #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>
<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);
</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&#x27;s go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
entities. Let'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: #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>
<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);
</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&#x27;ll create two typed arrays: a positions array with XY coordinates for each vertex, and a
<p>Next we'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: #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>
<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>),
]);
<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>
<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>]);
</pre></div>
<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>
<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);
<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>
<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);
</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&#x27;ll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
<p>Next we'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: #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$IndexType.USHORT)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
<span style="color: #BBB"> </span>.indexCount(<span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
<span style="color: #BBB"> </span>.build(engine);
<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>
<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>]));
</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&#x27;s construct an actual <code>Material</code> from the material package that was downloaded (the
<p>Next let'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&#x27;ll learn more about material instances in the
parameters, and they can be bound to renderables. We'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: #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>
<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);
</pre></div>
<p>Next let&#x27;s wrap up the initialization routine by creating the swap chain, renderer, camera, and
<p>Next let'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: #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>
<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);
<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">// 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">// 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>
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span>
<span style="color: #008000; font-weight: bold">this</span>.resize();
</pre></div>
<p>At this point, we&#x27;re done creating all Filament entities, and the code should run without errors.
<p>At this point, we'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: #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>
<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);
}
</pre></div>
<p>Let&#x27;s flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
<p>Let'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: #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>
<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>();
<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>
<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);
</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: #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>
<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]);
<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$Projection;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Projection<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$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>);
</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&#x27;ll take a closer look at Filament materials and 3D rendering.</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>
</body>
</html>
+6 -2
View File
@@ -1023,8 +1023,12 @@ samplerCubemap | Cubemap texture
[Table [materialParamsTypes]: Material parameter types]
Samplers
: Sampler types can also specify a `format` which can be either `int` or `float` (defaults to
`float`).
: Sampler types can specify additional options:
- `format`: either `int` or `float` (defaults to `float`).
- `stages`: array of strings containing the list of shader stages this
sampler can be accessed from. Each entry must be either `vertex` or
`fragment` (defaults to both).
Arrays
: A parameter can define an array of values by appending `[size]` after the type name, where
+2
View File
@@ -18,6 +18,8 @@
- [Metal](./notes/metal_debugging.md)
- [Vulkan](./notes/vulkan_debugging.md)
- [SPIR-V](./notes/spirv_debugging.md)
- [Running with ASAN and UBSAN](./notes/asan_ubsan.md)
- [Using Instruments on macOS](./notes/instruments.md)
- [Libraries](./notes/libs.md)
- [bluegl](./dup/bluegl.md)
- [bluevk](./dup/bluevk.md)
+41
View File
@@ -0,0 +1,41 @@
# Running with ASAN/UBSAN
## Enabling
When building though build.sh, pass the `-b` flag. This sets the cmake variable
`FILAMENT_ENABLE_ASAN_UBSAN=ON` which eventually passes `"-fsanitize=address -fsanitize=undefined"`
to all compile and link operations.
If building through CMake directly, or an IDE like CLion that doesn't use build.sh, instead pass
`-DFILAMENT_ENABLE_ASAN_UBSAN=ON` to cmake in order to get the same result.
## Getting memory leak detection on Mac
Memory leak detection isn't enabled by default on MacOS. There are two issues to address, first is
using a version of clang that supports memory leak detection and second is enabling it at runtime.
The version of clang distributed by Apple (with a version like "Apple clang version 16.0.0") doesn't
currently support leak detection at all. Instead you will need to get or build a different LLVM,
such as the one distributed through homebrew and get CMake to use that instead.
Then during runtime you'll need to have the environment variable `ASAN_OPTIONS` include the option
`detect_leaks=1`. Multiple `ASAN_OPTIONS` values are concatenated with `:`.
## Getting memory leak output in CLion
### Setting variables
Under `Settings | Build, Execution, Deployment | Dynamic Analysis Tools | Sanitizers` there is an
ASAN Settings field that overrides whatever other `ASAN_OPTIONS` you might set elsewhere, so you
must use that instead of setting it through your Run/Debug Configuration.
To pass `-DFILAMENT_ENABLE_ASAN_UBSAN=ON` to CMake you'll want to create a new CMake Profile and
pass it as a CMake argument.
### Avoiding losing output
CMake will consume ASAN output and display it through a separate "Sanitizers" tab. Unfortunately
certain leak detection errors that interrupt the executable seem to not show up in this tab, but are
still removed from the user-visible console output. If this is happening and you need to see the
unfiltered console output you'll need to go to `Settings | Build, Execution, Deployment | Dynamic
Analysis Tools | Sanitizers` and uncheck "Use visual representation for Sanitizer's output".
+36
View File
@@ -0,0 +1,36 @@
# Using Instruments on macOS
When running a binary under Instruments on macOS, you may run into the following issue when
launching or attaching to an executable:
```
Failed to gain authorization
Recovery Suggestion: Target binary needs to be debuggable and signed with 'get-task-allow'
```
This is a security precaution; the solution is to code sign the binary with the
`com.apple.security.get-task-allow` entitlement.
1. Create an `entitlements.plist` file with the following contents:
```
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>
```
2. Run the following command:
```
codesign -s - --entitlements entitlements.plist <binary>
```
Replace `<binary>` with the name of the binary, for example: `out/cmake-debug/samples/gltf_viewer`.
Afterwards, you should be able to successfully launch and attach to the executable using
Instruments.
+2
View File
@@ -259,6 +259,8 @@ if (FILAMENT_SUPPORTS_WEBGPU)
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
@@ -20,10 +20,15 @@
#define TNT_FILAMENT_BACKEND_BUFFERDESCRIPTOR_H
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <utility>
#include <stddef.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
class CallbackHandler;
@@ -89,8 +94,8 @@ public:
* @param callback A callback used to release the CPU buffer from this BufferDescriptor
* @param user An opaque user pointer passed to the callback function when it's called
*/
BufferDescriptor(void const* buffer, size_t size,
Callback callback = nullptr, void* user = nullptr) noexcept
BufferDescriptor(void const* buffer, size_t const size,
Callback const callback = nullptr, void* user = nullptr) noexcept
: buffer(const_cast<void*>(buffer)), size(size), mCallback(callback), mUser(user) {
}
@@ -98,11 +103,12 @@ public:
* Creates a BufferDescriptor that references a CPU memory-buffer
* @param buffer Memory address of the CPU buffer to reference
* @param size Size of the CPU buffer in bytes
* @param handler A custom handler for the callback
* @param callback A callback used to release the CPU buffer from this BufferDescriptor
* @param user An opaque user pointer passed to the callback function when it's called
*/
BufferDescriptor(void const* buffer, size_t size,
CallbackHandler* handler, Callback callback, void* user = nullptr) noexcept
BufferDescriptor(void const* buffer, size_t const size,
CallbackHandler* handler, Callback const callback, void* user = nullptr) noexcept
: buffer(const_cast<void*>(buffer)), size(size),
mCallback(callback), mUser(user), mHandler(handler) {
}
@@ -116,8 +122,9 @@ public:
*
* @param buffer Memory address of the CPU buffer to reference
* @param size Size of the CPU buffer in bytes
* @param data A pointer to the data
* @param handler Handler to use to dispatch the callback, or nullptr for the default handler
* @return a new BufferDescriptor
* @return A new BufferDescriptor
*/
template<typename T, void(T::*method)(void const*, size_t)>
static BufferDescriptor make(void const* buffer, size_t size, T* data,
@@ -164,7 +171,7 @@ public:
* @param callback The new callback function
* @param user An opaque user pointer passed to the callbeck function when it's called
*/
void setCallback(Callback callback, void* user = nullptr) noexcept {
void setCallback(Callback const callback, void* user = nullptr) noexcept {
this->mCallback = callback;
this->mUser = user;
this->mHandler = nullptr;
@@ -176,7 +183,7 @@ public:
* @param callback The new callback function
* @param user An opaque user pointer passed to the callbeck function when it's called
*/
void setCallback(CallbackHandler* handler, Callback callback, void* user = nullptr) noexcept {
void setCallback(CallbackHandler* handler, Callback const callback, void* user = nullptr) noexcept {
mCallback = callback;
mUser = user;
mHandler = handler;
@@ -19,8 +19,6 @@
#include <backend/DriverApiForward.h>
#include <utils/ostream.h>
#include <initializer_list>
#include <memory>
@@ -28,6 +26,10 @@
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
void* allocateFromCommandStream(DriverApi& driver, size_t size, size_t alignment) noexcept;
+12 -2
View File
@@ -25,11 +25,11 @@
#include <backend/PresentCallable.h>
#include <utils/BitmaskEnum.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/compiler.h>
#include <utils/StaticString.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <math/vec4.h>
@@ -40,6 +40,10 @@
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
/**
* Types and enums used by filament's driver.
*
@@ -1139,6 +1143,7 @@ struct ExternalSamplerDatum {
static_assert(sizeof(ExternalSamplerDatum) == 12);
struct DescriptorSetLayout {
std::variant<utils::StaticString, utils::CString, std::monostate> label;
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
// TODO: uncomment when needed
@@ -1455,6 +1460,11 @@ 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;
+4 -3
View File
@@ -17,9 +17,6 @@
#ifndef TNT_FILAMENT_BACKEND_HANDLE_H
#define TNT_FILAMENT_BACKEND_HANDLE_H
#if !defined(NDEBUG)
#include <utils/ostream.h>
#endif
#include <utils/debug.h>
#include <type_traits> // FIXME: STL headers are not allowed in public headers
@@ -27,6 +24,10 @@
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
struct HwBufferObject;
@@ -20,12 +20,14 @@
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <utils/ostream.h>
#include <array>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
//! \privatesection
@@ -24,11 +24,14 @@
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
/**
+6 -4
View File
@@ -20,12 +20,10 @@
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/ostream.h>
#include <backend/DriverEnums.h>
#include <array>
#include <unordered_map>
#include <tuple>
#include <utility>
#include <variant>
@@ -33,6 +31,10 @@
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
class Program {
@@ -44,8 +46,8 @@ public:
struct Descriptor {
utils::CString name;
backend::DescriptorType type;
backend::descriptor_binding_t binding;
DescriptorType type;
descriptor_binding_t binding;
};
struct SpecializationConstant {
@@ -19,22 +19,26 @@
#include <backend/Handle.h>
#include <utils/ostream.h>
#include <utility>
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
//! \privatesection
struct TargetBufferInfo {
// note: the parameters of this constructor are not in the order of this structure's fields
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level, uint16_t layer) noexcept
: handle(handle), level(level), layer(layer) {
TargetBufferInfo(Handle<HwTexture> handle, uint8_t const level, uint16_t const layer) noexcept
: handle(std::move(handle)), level(level), layer(layer) {
}
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level) noexcept
TargetBufferInfo(Handle<HwTexture> handle, uint8_t const level) noexcept
: handle(handle), level(level) {
}
@@ -70,11 +74,11 @@ private:
TargetBufferInfo mInfos[MAX_SUPPORTED_RENDER_TARGET_COUNT];
public:
TargetBufferInfo const& operator[](size_t i) const noexcept {
TargetBufferInfo const& operator[](size_t const i) const noexcept {
return mInfos[i];
}
TargetBufferInfo& operator[](size_t i) noexcept {
TargetBufferInfo& operator[](size_t const i) noexcept {
return mInfos[i];
}
@@ -39,18 +39,40 @@ public:
Driver* createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept override;
int getOSVersion() const noexcept override { return 0; }
/**
* Optionally initializes the Metal platform by acquiring resources necessary for rendering.
*
* This method attempts to acquire a Metal device and command queue, returning true if both are
* successfully obtained, or false otherwise. Typically, these objects are acquired when
* the Metal backend is initialized. This method allows clients to check for their availability
* earlier.
*
* Calling initialize() is optional and safe to do so multiple times. After initialize() returns
* true, subsequent calls will continue to return true but have no effect.
*
* initialize() must be called from the main thread.
*
* @returns true if the device and command queue have been successfully obtained; false
* otherwise.
*/
bool initialize() noexcept;
/**
* Obtain the preferred Metal device object for the backend to use.
*
* On desktop platforms, there may be multiple GPUs suitable for rendering, and this method is
* free to decide which one to use. On mobile systems with a single GPU, implementations should
* simply return the result of MTLCreateSystemDefaultDevice();
*
* createDevice is called by the Metal backend from the backend thread.
*/
virtual void createDevice(MetalDevice& outDevice) noexcept;
/**
* Create a command submission queue on the Metal device object.
*
* createCommandQueue is called by the Metal backend from the backend thread.
*
* @param device The device which was returned from createDevice()
*/
virtual void createCommandQueue(
@@ -60,6 +82,8 @@ public:
* Obtain a MTLCommandBuffer enqueued on this Platform's MTLCommandQueue. The command buffer is
* guaranteed to execute before all subsequent command buffers created either by Filament, or
* further calls to this method.
*
* createAndEnqueueCommandBuffer must be called from the main thread.
*/
void createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept;
@@ -68,6 +92,8 @@ public:
*
* Each frame rendered requires a CAMetalDrawable texture, which is presented on-screen at the
* completion of each frame. These are limited and provided round-robin style by the system.
*
* setDrawableFailureBehavior must be called from the main thread.
*/
enum class DrawableFailureBehavior : uint8_t {
/**
@@ -27,8 +27,11 @@
#include <utils/Hash.h>
#include <utils/PrivateImplementation.h>
#include <cstddef>
#include <functional>
#include <tuple>
#include <unordered_set>
#include <string>
#include <stddef.h>
#include <stdint.h>
+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();
+1
View File
@@ -17,6 +17,7 @@
#include <backend/Platform.h>
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <atomic>
#include <utility>
@@ -19,6 +19,8 @@
#include "MetalContext.h"
#include <utils/Panic.h>
namespace filament {
namespace backend {
+11 -1
View File
@@ -721,15 +721,25 @@ const char* toString(DescriptorFlags flags) {
void MetalDriver::createDescriptorSetLayoutR(
Handle<HwDescriptorSetLayout> dslh, DescriptorSetLayout&& info) {
#if FILAMENT_METAL_DEBUG_LOG == 1
const char* labelStr = "";
std::visit([&labelStr](auto&& arg) {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, utils::CString> || std::is_same_v<T, utils::StaticString>) {
labelStr = arg.c_str();
}
}, info.label);
std::sort(info.bindings.begin(), info.bindings.end(),
[](const auto& a, const auto& b) { return a.binding < b.binding; });
DEBUG_LOG("createDescriptorSetLayoutR(dslh = %d, info = {\n", dslh.getId());
DEBUG_LOG("createDescriptorSetLayoutR(dslh = %d, info = { label = %s,\n", dslh.getId(),
labelStr);
for (size_t i = 0; i < info.bindings.size(); i++) {
DEBUG_LOG(" {binding = %d, type = %s, count = %d, stage = %s, flags = %s},\n",
info.bindings[i].binding, toString(info.bindings[i].type), info.bindings[i].count,
toString(info.bindings[i].stageFlags), toString(info.bindings[i].flags));
}
DEBUG_LOG("})\n");
#endif
construct_handle<MetalDescriptorSetLayout>(dslh, std::move(info));
}
+1
View File
@@ -185,6 +185,7 @@ inline MTLPixelFormat getMetalFormat(PixelDataFormat format, PixelDataType type)
CONVERT(RGBA_INTEGER, UINT, RGBA32Uint);
CONVERT(RGBA_INTEGER, INT, RGBA32Sint);
CONVERT(RGBA, FLOAT, RGBA32Float);
CONVERT(DEPTH_COMPONENT, FLOAT, Depth32Float);
#undef CONVERT
return MTLPixelFormatInvalid;
@@ -1382,6 +1382,9 @@ id<MTLArgumentEncoder> MetalDescriptorSetLayout::getArgumentEncoderSlow(id<MTLDe
break;
}
}
if (arguments.count == 0) {
return nil;
}
return [device newArgumentEncoderWithArguments:arguments];
}
@@ -1442,6 +1445,9 @@ id<MTLBuffer> MetalDescriptorSet::finalizeAndGetBuffer(MetalDriver* driver, Shad
id<MTLArgumentEncoder> encoder =
layout->getArgumentEncoder(context.device, stage, textureTypes);
if (!encoder) {
return nil;
}
{
ScopedAllocationTimer timer("descriptor_set");
+6 -5
View File
@@ -20,18 +20,19 @@
#include <Metal/Metal.h>
#include "private/backend/Driver.h"
#include "backend/Program.h"
#include <backend/DriverEnums.h>
#include <backend/Program.h>
#include <utils/bitset.h>
#include <utils/FixedCapacityVector.h>
#include <memory>
#include <tsl/robin_map.h>
#include <utils/Hash.h>
#include <utils/Invocable.h>
#include <tsl/robin_map.h>
#include <memory>
namespace filament {
namespace backend {
+69 -19
View File
@@ -24,14 +24,22 @@
#import <Foundation/Foundation.h>
#include <atomic>
#include <mutex>
namespace filament::backend {
struct PlatformMetalImpl {
std::mutex mLock; // locks mDevice and mCommandQueue
id<MTLDevice> mDevice = nil;
id<MTLCommandQueue> mCommandQueue = nil;
// read form driver thread, read/written to from client thread
std::atomic<PlatformMetal::DrawableFailureBehavior> mDrawableFailureBehavior =
PlatformMetal::DrawableFailureBehavior::PANIC;
// These methods must be called with mLock held
void createDeviceImpl(MetalDevice& outDevice);
void createCommandQueueImpl(MetalDevice& device, MetalCommandQueue& outCommandQueue);
};
Platform* createDefaultMetalPlatform() {
@@ -48,7 +56,59 @@ Driver* PlatformMetal::createDriver(void* /*sharedContext*/, const Platform::Dri
return MetalDriverFactory::create(this, driverConfig);
}
bool PlatformMetal::initialize() noexcept {
std::lock_guard<std::mutex> lock(pImpl->mLock);
MetalDevice device{};
pImpl->createDeviceImpl(device);
if (device.device == nil) {
return false;
}
MetalCommandQueue commandQueue{};
pImpl->createCommandQueueImpl(device, commandQueue);
if (commandQueue.commandQueue == nil) {
return false;
}
return true;
}
void PlatformMetal::createDevice(MetalDevice& outDevice) noexcept {
std::lock_guard<std::mutex> lock(pImpl->mLock);
pImpl->createDeviceImpl(outDevice);
}
void PlatformMetal::createCommandQueue(
MetalDevice& device, MetalCommandQueue& outCommandQueue) noexcept {
std::lock_guard<std::mutex> lock(pImpl->mLock);
pImpl->createCommandQueueImpl(device, outCommandQueue);
}
void PlatformMetal::createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept {
std::lock_guard<std::mutex> lock(pImpl->mLock);
id<MTLCommandBuffer> commandBuffer = [pImpl->mCommandQueue commandBuffer];
[commandBuffer enqueue];
outCommandBuffer.commandBuffer = commandBuffer;
}
void PlatformMetal::setDrawableFailureBehavior(DrawableFailureBehavior behavior) noexcept {
pImpl->mDrawableFailureBehavior = behavior;
}
PlatformMetal::DrawableFailureBehavior PlatformMetal::getDrawableFailureBehavior() const noexcept {
return pImpl->mDrawableFailureBehavior;
}
// -------------------------------------------------------------------------------------------------
void PlatformMetalImpl::createDeviceImpl(MetalDevice& outDevice) {
if (mDevice) {
outDevice.device = mDevice;
return;
}
id<MTLDevice> result;
#if !defined(FILAMENT_IOS)
@@ -74,27 +134,17 @@ void PlatformMetal::createDevice(MetalDevice& outDevice) noexcept {
<< utils::io::endl;
outDevice.device = result;
mDevice = result;
}
void PlatformMetal::createCommandQueue(
MetalDevice& device, MetalCommandQueue& outCommandQueue) noexcept {
pImpl->mCommandQueue = [device.device newCommandQueue];
pImpl->mCommandQueue.label = @"Filament";
outCommandQueue.commandQueue = pImpl->mCommandQueue;
}
void PlatformMetal::createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept {
id<MTLCommandBuffer> commandBuffer = [pImpl->mCommandQueue commandBuffer];
[commandBuffer enqueue];
outCommandBuffer.commandBuffer = commandBuffer;
}
void PlatformMetal::setDrawableFailureBehavior(DrawableFailureBehavior behavior) noexcept {
pImpl->mDrawableFailureBehavior = behavior;
}
PlatformMetal::DrawableFailureBehavior PlatformMetal::getDrawableFailureBehavior() const noexcept {
return pImpl->mDrawableFailureBehavior;
void PlatformMetalImpl::createCommandQueueImpl(MetalDevice& device, MetalCommandQueue& outCommandQueue) {
if (mCommandQueue) {
outCommandQueue.commandQueue = mCommandQueue;
return;
}
mCommandQueue = [device.device newCommandQueue];
mCommandQueue.label = @"Filament";
outCommandQueue.commandQueue = mCommandQueue;
}
} // namespace filament
+30 -17
View File
@@ -340,7 +340,7 @@ void OpenGLContext::setDefaultState() noexcept {
GL_DITHER,
GL_SAMPLE_ALPHA_TO_COVERAGE,
GL_SAMPLE_COVERAGE,
GL_POLYGON_OFFSET_FILL,
GL_POLYGON_OFFSET_FILL,
};
UTILS_NOUNROLL
@@ -542,6 +542,13 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
} else if (strstr(renderer, "Intel")) {
// Intel GPU
bugs->vao_doesnt_store_element_array_buffer_binding = true;
if (strstr(renderer, "Mesa")) {
// Mesa Intel driver on Linux/Android
// Renderer of the form [Mesa Intel(R) HD Graphics 505 (APL 3)]
// b/405252622
bugs->disable_invalidate_framebuffer = true;
}
} else if (strstr(renderer, "PowerVR")) {
// PowerVR GPU
// On PowerVR (Rogue GE8320) glFlush doesn't seem to do anything, in particular,
@@ -600,6 +607,12 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
// 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
@@ -1069,41 +1082,41 @@ 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
@@ -1206,9 +1219,9 @@ 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(
@@ -328,6 +328,11 @@ public:
// 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 = {};
@@ -569,6 +574,9 @@ 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
@@ -2435,6 +2435,8 @@ 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;
}
@@ -54,7 +54,7 @@ struct PlatformCocoaGLImpl {
CVOpenGLTextureCacheRef mTextureCache = nullptr;
std::unique_ptr<CocoaExternalImage::SharedGl> mExternalImageSharedGl;
void updateOpenGLContext(NSView *nsView, bool resetView, bool clearView);
struct ExternalImageCocoaGL : public Platform::ExternalImage {
struct ExternalImageCocoaGL final : public Platform::ExternalImage {
CVPixelBufferRef cvBuffer;
protected:
~ExternalImageCocoaGL() noexcept final;
@@ -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()
@@ -142,6 +142,10 @@ public:
return mPortabilitySubsetFeatures.imageView2DOn3DImage == VK_TRUE;
}
inline bool isUnifiedMemoryArchitecture() const noexcept {
return mIsUnifiedMemoryArchitecture;
}
private:
VkPhysicalDeviceMemoryProperties mMemoryProperties = {};
VkPhysicalDeviceProperties2 mPhysicalDeviceProperties = {
@@ -164,6 +168,7 @@ private:
bool mDebugUtilsSupported = false;
bool mLazilyAllocatedMemorySupported = false;
bool mProtectedMemorySupported = false;
bool mIsUnifiedMemoryArchitecture = false;
fvkutils::VkFormatList mDepthStencilFormats;
fvkutils::VkFormatList mBlittableDepthStencilFormats;
@@ -631,6 +631,21 @@ fvkutils::VkFormatList findBlittableDepthStencilFormats(VkPhysicalDevice device)
return ret;
}
/**
* Check if the GPU has a unified memory architecture.
*/
bool hasUnifiedMemoryArchitecture(VkPhysicalDeviceMemoryProperties memoryProperties) noexcept {
// Try to identify if the platform is running on a Unified Memory Architecture by inspecting the
// memory heap flags, if they are all VK_MEMORY_HEAP_DEVICE_LOCAL_BIT it's UMA, otherwise not
// enough information to make a decision, so default to false.
for (uint32_t i = 0; i < memoryProperties.memoryHeapCount; ++i) {
if ((memoryProperties.memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) == 0) {
return false;
}
}
return true;
}
}// anonymous namespace
using SwapChainPtr = VulkanPlatform::SwapChainPtr;
@@ -864,6 +879,8 @@ Driver* VulkanPlatform::createDriver(void* sharedContext,
}
}
context.mIsUnifiedMemoryArchitecture = hasUnifiedMemoryArchitecture(context.mMemoryProperties);
#ifdef NDEBUG
// If we are in release build, we should not have turned on debug extensions
FILAMENT_CHECK_POSTCONDITION(!context.mDebugUtilsSupported && !context.mDebugMarkersSupported)
+109 -56
View File
@@ -27,6 +27,7 @@
#include <webgpu/webgpu_cpp.h>
#include <algorithm>
#include <sstream>
#include <string_view>
#include <vector>
@@ -66,71 +67,123 @@ namespace {
};
wgpu::ShaderModule module = device.CreateShaderModule(&descriptor);
FILAMENT_CHECK_POSTCONDITION(module != nullptr) << "Failed to create " << descriptor.label;
module.GetCompilationInfo(wgpu::CallbackMode::AllowSpontaneous,
[&descriptor](auto const& status, wgpu::CompilationInfo const* info) {
switch (status) {
case wgpu::CompilationInfoRequestStatus::CallbackCancelled:
FWGPU_LOGW << "Shader compilation info callback cancelled for "
<< descriptor.label << "?" << utils::io::endl;
return;
case wgpu::CompilationInfoRequestStatus::Success:
break;
}
if (info != nullptr) {
std::stringstream errorStream;
int errorCount = 0;
for (size_t msgIndex = 0; msgIndex < info->messageCount; msgIndex++) {
wgpu::CompilationMessage const& message = info->messages[msgIndex];
switch (message.type) {
case wgpu::CompilationMessageType::Info:
FWGPU_LOGI << descriptor.label << ": " << message.message
<< " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length << utils::io::endl;
break;
case wgpu::CompilationMessageType::Warning:
FWGPU_LOGW << "Warning compiling " << descriptor.label << ": "
<< message.message << " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length << utils::io::endl;
break;
case wgpu::CompilationMessageType::Error:
errorCount++;
errorStream << "Error " << errorCount << " : "
<< std::string_view(message.message)
<< " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length << "\n";
wgpu::Instance instance = device.GetAdapter().GetInstance();
instance.WaitAny(
module.GetCompilationInfo(wgpu::CallbackMode::WaitAnyOnly,
[&descriptor](auto const& status,
wgpu::CompilationInfo const* info) {
switch (status) {
case wgpu::CompilationInfoRequestStatus::CallbackCancelled:
FWGPU_LOGW << "Shader compilation info callback cancelled for "
<< descriptor.label << "?" << utils::io::endl;
return;
case wgpu::CompilationInfoRequestStatus::Success:
break;
}
}
FILAMENT_CHECK_POSTCONDITION(errorCount < 1)
<< errorCount << " error(s) compiling " << descriptor.label << ":\n"
<< errorStream.str();
}
FWGPU_LOGD << descriptor.label << " compiled successfully" << utils::io::endl;
});
if (info != nullptr) {
std::stringstream errorStream;
int errorCount = 0;
for (size_t msgIndex = 0; msgIndex < info->messageCount; msgIndex++) {
wgpu::CompilationMessage const& message = info->messages[msgIndex];
switch (message.type) {
case wgpu::CompilationMessageType::Info:
FWGPU_LOGI << descriptor.label << ": " << message.message
<< " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length
<< utils::io::endl;
break;
case wgpu::CompilationMessageType::Warning:
FWGPU_LOGW
<< "Warning compiling " << descriptor.label << ": "
<< message.message << " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length << utils::io::endl;
break;
case wgpu::CompilationMessageType::Error:
errorCount++;
errorStream << "Error " << errorCount << " : "
<< std::string_view(message.message)
<< " line#:" << message.lineNum
<< " linePos:" << message.linePos
<< " offset:" << message.offset
<< " length:" << message.length << "\n";
break;
}
}
FILAMENT_CHECK_POSTCONDITION(errorCount < 1)
<< errorCount << " error(s) compiling " << descriptor.label
<< ":\n"
<< errorStream.str();
}
FWGPU_LOGD << descriptor.label << " compiled successfully"
<< utils::io::endl;
}),
UINT16_MAX);
return module;
}
// This is a 1 to 1 mapping of the ReservedSpecializationConstants enum in EngineEnums.h
// The _hack is a workaround until https://issues.chromium.org/issues/42250586 is resolved
// This workaround is the same one being used on the generateSpecializationConstant() function
wgpu::StringView getSpecConstantStringId(uint32_t id) {
switch (id) {
case 0:
return "0";// BACKEND_FEATURE_LEVEL_hack
case 1:
return "1";// CONFIG_MAX_INSTANCES_hack
case 2:
return "2";// ONFIG_STATIC_TEXTURE_TARGET_WORKAROUND_hack
case 3:
return "3";// CONFIG_SRGB_SWAPCHAIN_EMULATION_hack
case 4:
return "4";// CONFIG_FROXEL_BUFFER_HEIGHT_hack
case 5:
return "5";// CONFIG_POWER_VR_SHADER_WORKAROUNDS_hack
case 6:
return "6";// CONFIG_DEBUG_DIRECTIONAL_SHADOWMAP_hack
case 7:
return "7";// CONFIG_DEBUG_FROXEL_VISUALIZATION_hack
case 8:
return "8";// CONFIG_STEREO_EYE_COUNT_hack
case 9:
return "9";// CONFIG_SH_BANDS_COUNT_hack
case 10:
return "10";// CONFIG_SHADOW_SAMPLING_METHOD_hack
default:
PANIC_POSTCONDITION("Unknown/unhandled spec constant key/id: %d", id);
}
}
std::vector<wgpu::ConstantEntry> convertConstants(
utils::FixedCapacityVector<filament::backend::Program::SpecializationConstant> const&
constantsInfo) {
std::vector<wgpu::ConstantEntry> constants(constantsInfo.size());
for (size_t i = 0; i < constantsInfo.size(); i++) {
filament::backend::Program::SpecializationConstant const& specConstant = constantsInfo[i];
wgpu::ConstantEntry& constantEntry = constants[i];
constantEntry.key = wgpu::StringView(std::to_string(specConstant.id));
if (auto* v = std::get_if<int32_t>(&specConstant.value)) {
constantEntry.value = static_cast<double>(*v);
} else if (auto* f = std::get_if<float>(&specConstant.value)) {
constantEntry.value = static_cast<double>(*f);
} else if (auto* b = std::get_if<bool>(&specConstant.value)) {
constantEntry.value = *b ? 0.0 : 1.0;
std::vector<wgpu::ConstantEntry> constants;
constants.reserve(constantsInfo.size());
for (filament::backend::Program::SpecializationConstant const& constant: constantsInfo) {
// CONFIG_MAX_INSTANCES (1) and CONFIG_FROXEL_BUFFER_HEIGHT (4) will not be present
// as constant overrides in the generated WGSL, because WGSL doesn't support specialization
// constants as an array length
// More information at https://github.com/gpuweb/gpuweb/issues/572#issuecomment-649760005
// CONFIG_SRGB_SWAPCHAIN_EMULATION (3) is being skipped all together since it's only
// included for the case of mFeatureLevel == FeatureLevel::FEATURE_LEVEL_0, which should
// not be possible for WebGPU
if (constant.id == 1 || constant.id == 3 || constant.id == 4) {
continue;
}
double value = 0.0;
if (auto* v = std::get_if<int32_t>(&constant.value)) {
value = static_cast<double>(*v);
} else if (auto* f = std::get_if<float>(&constant.value)) {
value = static_cast<double>(*f);
} else if (auto* b = std::get_if<bool>(&constant.value)) {
value = *b ? 0.0 : 1.0;
}
constants.push_back(
wgpu::ConstantEntry{ .key = getSpecConstantStringId(constant.id), .value = value });
}
return constants;
}
+250 -31
View File
@@ -13,9 +13,10 @@
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <utils/Hash.h>
#include "webgpu/WebGPUDriver.h"
#include "WebGPUPipelineCreation.h"
#include "WebGPUSwapChain.h"
#include <backend/platforms/WebGPUPlatform.h>
@@ -24,18 +25,20 @@
#include "private/backend/Dispatcher.h"
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <backend/TargetBufferInfo.h>
#include <math/mat3.h>
#include <utils/CString.h>
#include <utils/Panic.h>
#include <utils/ostream.h>
#include <dawn/webgpu_cpp_print.h>
#include <webgpu/webgpu_cpp.h>
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstdint>
#include <memory>
#include <sstream>
#include <string_view>
#include <utility>
@@ -289,7 +292,22 @@ void WebGPUDriver::endFrame(uint32_t frameId) {
void WebGPUDriver::flush(int) {
}
void WebGPUDriver::finish(int) {
void WebGPUDriver::finish(int /* dummy */) {
if (mCommandEncoder != nullptr) {
// submit the command buffer thus far...
assert_invariant(mRenderPassEncoder == nullptr);
wgpu::CommandBufferDescriptor commandBufferDescriptor{
.label = "command_buffer",
};
mCommandBuffer = mCommandEncoder.Finish(&commandBufferDescriptor);
assert_invariant(mCommandBuffer);
mQueue.Submit(1, &mCommandBuffer);
mCommandBuffer = nullptr;
// create a new command buffer encoder to continue recording the next command for frame...
wgpu::CommandEncoderDescriptor commandEncoderDescriptor = { .label = "command_encoder" };
mCommandEncoder = mDevice.CreateCommandEncoder(&commandEncoderDescriptor);
assert_invariant(mCommandEncoder);
}
}
void WebGPUDriver::destroyRenderPrimitive(Handle<HwRenderPrimitive> rph) {
@@ -450,6 +468,8 @@ void WebGPUDriver::createSwapChainR(Handle<HwSwapChain> sch, void* nativeWindow,
mSwapChain = constructHandle<WebGPUSwapChain>(sch, std::move(surface), surfaceSize, mAdapter,
mDevice, flags);
assert_invariant(mSwapChain);
WebGPUDescriptorSet::initializeDummyResourcesIfNotAlready(mDevice,
mSwapChain->getColorFormat());
FWGPU_LOGW << "WebGPU support is still essentially a no-op at this point in development (only "
"background components have been instantiated/selected, such as surface/screen, "
"graphics device/GPU, etc.), thus nothing is being drawn to the screen."
@@ -500,7 +520,7 @@ void WebGPUDriver::createTextureViewR(Handle<HwTexture> th, Handle<HwTexture> sr
uint8_t baseLevel, uint8_t levelCount) {
auto source = handleCast<WGPUTexture>(srch);
constructHandle<WGPUTexture>(th, source, baseLevel, levelCount, mDevice);
constructHandle<WGPUTexture>(th, source, baseLevel, levelCount);
}
void WebGPUDriver::createTextureViewSwizzleR(Handle<HwTexture> th, Handle<HwTexture> srch,
@@ -571,7 +591,7 @@ void WebGPUDriver::createDescriptorSetLayoutR(Handle<HwDescriptorSetLayout> dslh
void WebGPUDriver::createDescriptorSetR(Handle<HwDescriptorSet> dsh,
Handle<HwDescriptorSetLayout> dslh) {
auto layout = handleCast<WebGPUDescriptorSetLayout>(dslh);
constructHandle<WebGPUDescriptorSet>(dsh, layout->getLayout(), layout->getLayoutSize());
constructHandle<WebGPUDescriptorSet>(dsh, layout->getLayout(), layout->getBindGroupEntries());
}
Handle<HwStream> WebGPUDriver::createStreamNative(void* nativeStream) {
@@ -756,13 +776,31 @@ void WebGPUDriver::compilePrograms(CompilerPriorityQueue priority,
}
}
void WebGPUDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassParams& params) {
wgpu::CommandEncoderDescriptor commandEncoderDescriptor = {
.label = "command_encoder"
};
mCommandEncoder = mDevice.CreateCommandEncoder(&commandEncoderDescriptor);
void WebGPUDriver::beginRenderPass(Handle<HwRenderTarget> rth, RenderPassParams const& params) {
assert_invariant(mCommandEncoder);
auto* renderTarget = handleCast<WGPURenderTarget>(rth);
// if (renderTarget == mDefaultRenderTarget) {
// FWGPU_LOGW << "Default render target"
// << utils::io::endl;
// } else {
// FWGPU_LOGW << "Non Default render target"
// << utils::io::endl;
// }
wgpu::RenderPassDescriptor renderPassDescriptor2;
wgpu::RenderPassDepthStencilAttachment depthStencilAttachment{
.view = mSwapChain->getDepthTextureView(),
.depthLoadOp = WGPURenderTarget::getLoadOperation(params, TargetBufferFlags::DEPTH),
.depthStoreOp = WGPURenderTarget::getStoreOperation(params, TargetBufferFlags::DEPTH),
.depthClearValue = static_cast<float>(params.clearDepth),
.depthReadOnly = (params.readOnlyDepthStencil & RenderPassParams::READONLY_DEPTH) > 0,
.stencilLoadOp = WGPURenderTarget::getLoadOperation(params, TargetBufferFlags::STENCIL),
.stencilStoreOp = WGPURenderTarget::getStoreOperation(params, TargetBufferFlags::STENCIL),
.stencilClearValue = params.clearStencil,
.stencilReadOnly = (params.readOnlyDepthStencil & RenderPassParams::READONLY_STENCIL) > 0
};
renderTarget->setUpRenderPassAttachments(renderPassDescriptor2, mTextureView, params);
renderPassDescriptor2.depthStencilAttachment = &depthStencilAttachment;
// TODO: Remove this code once WebGPU pipeline is implemented
static float red = 1.0f;
if (red - 0.01 > 0) {
@@ -787,19 +825,14 @@ void WebGPUDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
.timestampWrites = nullptr,
};
mRenderPassEncoder = mCommandEncoder.BeginRenderPass(&renderPassDescriptor);
mRenderPassEncoder = mCommandEncoder.BeginRenderPass(&renderPassDescriptor2);
mRenderPassEncoder.SetViewport(params.viewport.left, params.viewport.bottom,
params.viewport.width, params.viewport.height, params.depthRange.near, params.depthRange.far);
}
void WebGPUDriver::endRenderPass(int) {
void WebGPUDriver::endRenderPass(int /* dummy */) {
mRenderPassEncoder.End();
mRenderPassEncoder = nullptr;
wgpu::CommandBufferDescriptor commandBufferDescriptor {
.label = "command_buffer",
};
mCommandBuffer = mCommandEncoder.Finish(&commandBufferDescriptor);
assert_invariant(mCommandBuffer);
}
void WebGPUDriver::nextSubpass(int) {
@@ -814,9 +847,19 @@ void WebGPUDriver::makeCurrent(Handle<HwSwapChain> drawSch, Handle<HwSwapChain>
wgpu::Extent2D surfaceSize = mPlatform.getSurfaceExtent(mNativeWindow);
mTextureView = mSwapChain->getCurrentSurfaceTextureView(surfaceSize);
assert_invariant(mTextureView);
wgpu::CommandEncoderDescriptor commandEncoderDescriptor = {
.label = "command_encoder"
};
mCommandEncoder = mDevice.CreateCommandEncoder(&commandEncoderDescriptor);
assert_invariant(mCommandEncoder);
}
void WebGPUDriver::commit(Handle<HwSwapChain> sch) {
wgpu::CommandBufferDescriptor commandBufferDescriptor{
.label = "command_buffer",
};
mCommandBuffer = mCommandEncoder.Finish(&commandBufferDescriptor);
assert_invariant(mCommandBuffer);
mCommandEncoder = nullptr;
mQueue.Submit(1, &mCommandBuffer);
mCommandBuffer = nullptr;
@@ -873,6 +916,52 @@ void WebGPUDriver::blit(
}
void WebGPUDriver::bindPipeline(PipelineState const& pipelineState) {
// TODO Investigate implications of this hash more closely. Vulkan has a whole class
// VulkanPipelineCache to handle this, may be missing nuance
static auto pipleineStateHasher = utils::hash::MurmurHashFn<filament::backend::PipelineState>();
auto hash = pipleineStateHasher(pipelineState);
if(mPipelineMap.find(hash) != mPipelineMap.end()){
mRenderPassEncoder.SetPipeline(mPipelineMap[hash]);
return;
}
const auto* program = handleCast<WGPUProgram>(pipelineState.program);
assert_invariant(program);
assert_invariant(program->computeShaderModule == nullptr &&
"WebGPU backend does not (yet) support compute pipelines.");
FILAMENT_CHECK_POSTCONDITION(program->vertexShaderModule)
<< "WebGPU backend requires a vertex shader module for a render pipeline";
std::array<wgpu::BindGroupLayout, MAX_DESCRIPTOR_SET_COUNT> bindGroupLayouts{};
assert_invariant(bindGroupLayouts.size() >= pipelineState.pipelineLayout.setLayout.size());
size_t bindGroupLayoutCount = 0;
for (size_t i = 0; i < bindGroupLayouts.size(); i++) {
const auto handle = pipelineState.pipelineLayout.setLayout[bindGroupLayoutCount];
if (handle.getId() == HandleBase::nullid) {
continue;
}
bindGroupLayouts[bindGroupLayoutCount++] =
handleCast<WebGPUDescriptorSetLayout>(handle)->getLayout();
}
std::stringstream layoutLabelStream;
layoutLabelStream << program->name.c_str() << " layout";
const auto layoutLabel = layoutLabelStream.str();
const wgpu::PipelineLayoutDescriptor layoutDescriptor{
.label = wgpu::StringView(layoutLabel),
.bindGroupLayoutCount = bindGroupLayoutCount,
.bindGroupLayouts = bindGroupLayouts.data()
// TODO investigate immediateDataRangeByteSize
};
const wgpu::PipelineLayout layout = mDevice.CreatePipelineLayout(&layoutDescriptor);
FILAMENT_CHECK_POSTCONDITION(layout)
<< "Failed to create wgpu::PipelineLayout for render pipeline for "
<< layoutDescriptor.label;
auto const* vertexBufferInfo = handleCast<WGPUVertexBufferInfo>(pipelineState.vertexBufferInfo);
assert_invariant(vertexBufferInfo);
const wgpu::RenderPipeline pipeline = createWebGPURenderPipeline(mDevice, *program,
*vertexBufferInfo, layout, pipelineState.rasterState, pipelineState.stencilState,
pipelineState.polygonOffset, pipelineState.primitiveType, mSwapChain->getColorFormat(),
mSwapChain->getDepthFormat());
mPipelineMap[hash] = pipeline;
mRenderPassEncoder.SetPipeline(pipeline);
}
void WebGPUDriver::bindRenderPrimitive(Handle<HwRenderPrimitive> rph) {
@@ -892,10 +981,18 @@ void WebGPUDriver::bindRenderPrimitive(Handle<HwRenderPrimitive> rph) {
}
void WebGPUDriver::draw2(uint32_t indexOffset, uint32_t indexCount, uint32_t instanceCount) {
// Calling DrawIndexed with "firstInstance = 0" results in a NON spinning triangle
// mRenderPassEncoder.DrawIndexed(indexCount, instanceCount, indexOffset, 0, 0);
// Calling DrawIndexed with "firstInstance = 1" results in a spinning triangle
mRenderPassEncoder.DrawIndexed(indexCount, instanceCount, indexOffset, 0, 1);
// Calling Draw with "firstInstance = 0" results in a NON spinning triangle
// Calling Draw with "firstInstance = 1" results in a spinning triangle
// mRenderPassEncoder.Draw(indexCount, instanceCount, 0, 1);
}
void WebGPUDriver::draw(PipelineState pipelineState, Handle<HwRenderPrimitive> rph,
uint32_t indexOffset, uint32_t indexCount, uint32_t instanceCount) {
void WebGPUDriver::draw(PipelineState, Handle<HwRenderPrimitive>, uint32_t indexOffset,
uint32_t indexCount, uint32_t instanceCount) {
draw2(indexOffset, indexCount, instanceCount);
}
void WebGPUDriver::dispatchCompute(Handle<HwProgram> program, math::uint3 workGroupCount) {
@@ -931,34 +1028,156 @@ void WebGPUDriver::updateDescriptorSetBuffer(Handle<HwDescriptorSet> dsh,
void WebGPUDriver::updateDescriptorSetTexture(Handle<HwDescriptorSet> dsh,
backend::descriptor_binding_t binding, Handle<HwTexture> th, SamplerParams params) {
/*
auto bindGroup = handleCast<WebGPUDescriptorSet>(dsh);
auto texture = handleCast<WGPUTexture>(th);
// TODO very high odds badd assumptions are in here about handling HwTexture. Revisit with more
// understanding. Right now assuming there is a wgpu::TextureView filled in
if (!bindGroup->getIsLocked()) {
// Dawn will cache duplicate samplers, so we don't strictly need to maintain a cache.
// Making a cache might save us minor perf by reducing param translation
auto sampler = makeSampler(params);
// TODO making assumptions that size and offset mean the same thing here.
wgpu::BindGroupEntry tEntry{ .binding = static_cast<uint32_t>(binding * 2),
.textureView = texture->texView };
.textureView = texture->getTexView() };
bindGroup->addEntry(tEntry.binding, std::move(tEntry));
wgpu::BindGroupEntry sEntry{ .binding = static_cast<uint32_t>(binding * 2 + 1),
.sampler = texture->sampler };
.sampler = sampler };
bindGroup->addEntry(sEntry.binding, std::move(sEntry));
}
//TODO Just the setup, this function stilll needs the rest of logic implemented
*/
}
void WebGPUDriver::bindDescriptorSet(Handle<HwDescriptorSet> dsh, backend::descriptor_set_t set,
backend::DescriptorSetOffsetArray&& offsets) {
auto bindGroup = handleCast<WebGPUDescriptorSet>(dsh);
// TODO: presume we need this, use it. Probably Encoder::SetBindGroup
auto wbg = bindGroup->lockAndReturn(mDevice);
void WebGPUDriver::bindDescriptorSet(Handle<HwDescriptorSet> dsh,
backend::descriptor_set_t setIndex, backend::DescriptorSetOffsetArray&& offsets) {
const auto bindGroup = handleCast<WebGPUDescriptorSet>(dsh);
const auto wbg = bindGroup->lockAndReturn(mDevice);
assert_invariant(mRenderPassEncoder);
// TODO is this how we should be getting the dynamic offsets?
// should we add offsets for unused entries or is the input already have them?
// this implementation assumes unused entries are not provided, and adds dummy values.
// The count also includes unused entities, as not doing so produces errors
const size_t dynamicOffsetCount = bindGroup->countEntitiesWithDynamicOffsets();
uint32_t const* const dynamicOffsetsWithUnused = bindGroup->setDynamicOffsets(offsets.data());
mRenderPassEncoder.SetBindGroup(setIndex, wbg, dynamicOffsetCount, dynamicOffsetsWithUnused);
}
void WebGPUDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
}
wgpu::Sampler WebGPUDriver::makeSampler(SamplerParams const& params) {
wgpu::SamplerDescriptor desc;
desc.label = "TODO";
desc.addressModeU = fWrapModeToWAddressMode(params.wrapS);
desc.addressModeV = fWrapModeToWAddressMode(params.wrapR);
desc.addressModeW = fWrapModeToWAddressMode(params.wrapT);
switch (params.filterMag) {
case SamplerMagFilter::NEAREST: {
desc.magFilter = wgpu::FilterMode::Nearest;
break;
}
case SamplerMagFilter::LINEAR: {
desc.magFilter = wgpu::FilterMode::Linear;
break;
}
}
switch (params.filterMin) {
case SamplerMinFilter::NEAREST: {
desc.minFilter = wgpu::FilterMode::Nearest;
// Metal Driver uses an explicit not-mipmapped value webgpu lacks. Nearest should
// suffice
desc.mipmapFilter = wgpu::MipmapFilterMode::Nearest;
break;
}
case SamplerMinFilter::LINEAR: {
desc.minFilter = wgpu::FilterMode::Linear;
// Metal Driver uses an explicit not-mipmapped value webgpu lacks. Nearest should
// suffice
desc.mipmapFilter = wgpu::MipmapFilterMode::Nearest;
break;
}
case SamplerMinFilter::NEAREST_MIPMAP_NEAREST: {
desc.minFilter = wgpu::FilterMode::Nearest;
desc.mipmapFilter = wgpu::MipmapFilterMode::Nearest;
break;
}
case SamplerMinFilter::LINEAR_MIPMAP_NEAREST: {
desc.minFilter = wgpu::FilterMode::Linear;
desc.mipmapFilter = wgpu::MipmapFilterMode::Nearest;
break;
}
case SamplerMinFilter::NEAREST_MIPMAP_LINEAR: {
desc.minFilter = wgpu::FilterMode::Nearest;
desc.mipmapFilter = wgpu::MipmapFilterMode::Linear;
break;
}
case SamplerMinFilter::LINEAR_MIPMAP_LINEAR: {
desc.minFilter = wgpu::FilterMode::Linear;
desc.mipmapFilter = wgpu::MipmapFilterMode::Linear;
break;
}
}
switch (params.compareFunc) {
case SamplerCompareFunc::LE: {
desc.compare = wgpu::CompareFunction::LessEqual;
break;
}
case SamplerCompareFunc::GE: {
desc.compare = wgpu::CompareFunction::GreaterEqual;
break;
}
case SamplerCompareFunc::L: {
desc.compare = wgpu::CompareFunction::Less;
break;
}
case SamplerCompareFunc::G: {
desc.compare = wgpu::CompareFunction::Greater;
break;
}
case SamplerCompareFunc::E: {
desc.compare = wgpu::CompareFunction::Equal;
break;
}
case SamplerCompareFunc::NE: {
desc.compare = wgpu::CompareFunction::NotEqual;
break;
}
case SamplerCompareFunc::A: {
desc.compare = wgpu::CompareFunction::Always;
break;
}
case SamplerCompareFunc::N: {
desc.compare = wgpu::CompareFunction::Never;
break;
}
}
desc.maxAnisotropy = 1u << params.anisotropyLog2;
// Unused: Filament's compareMode, WGPU lodMinClamp/lodMaxClamp
//TODO Once we can properly map to descriptorsetlayout use the sampler.
return mDevice.CreateSampler(/*&desc*/);
}
wgpu::AddressMode WebGPUDriver::fWrapModeToWAddressMode(const SamplerWrapMode& fWrapMode) {
switch (fWrapMode) {
case SamplerWrapMode::CLAMP_TO_EDGE: {
return wgpu::AddressMode::ClampToEdge;
break;
}
case SamplerWrapMode::REPEAT: {
return wgpu::AddressMode::Repeat;
break;
}
case SamplerWrapMode::MIRRORED_REPEAT: {
return wgpu::AddressMode::MirrorRepeat;
break;
}
}
return wgpu::AddressMode::Undefined;
}
} // namespace filament
+4 -1
View File
@@ -56,7 +56,8 @@ private:
explicit WebGPUDriver(WebGPUPlatform& platform, const Platform::DriverConfig& driverConfig) noexcept;
[[nodiscard]] ShaderModel getShaderModel() const noexcept final;
[[nodiscard]] ShaderLanguage getShaderLanguage() const noexcept final;
[[nodiscard]] wgpu::Sampler makeSampler(SamplerParams const& params);
[[nodiscard]] static wgpu::AddressMode fWrapModeToWAddressMode(const filament::backend::SamplerWrapMode& fUsage);
template<typename GPUBufferObject>
void updateGPUBuffer(GPUBufferObject* gpuBufferObject, BufferDescriptor&& bufferDescriptor,
uint32_t byteOffset) {
@@ -92,6 +93,8 @@ private:
wgpu::RenderPassEncoder mRenderPassEncoder = nullptr;
wgpu::CommandBuffer mCommandBuffer = nullptr;
WGPURenderTarget* mDefaultRenderTarget = nullptr;
tsl::robin_map<uint32_t, wgpu::RenderPipeline> mPipelineMap;
/*
* Driver interface
*/
+424 -91
View File
@@ -16,7 +16,17 @@
#include "WebGPUHandles.h"
#include <backend/DriverEnums.h>
#include <utils/BitmaskEnum.h>
#include <utils/Panic.h>
#include <webgpu/webgpu_cpp.h>
#include <algorithm>
#include <cstdint>
#include <utility>
#include <vector>
namespace {
constexpr wgpu::BufferUsage getBufferObjectUsage(
@@ -110,6 +120,44 @@ wgpu::VertexFormat getVertexFormat(filament::backend::ElementType type, bool nor
}
}
wgpu::StringView getUserTextureLabel(filament::backend::SamplerType target) {
// TODO will be helpful to get more useful info than this
using filament::backend::SamplerType;
switch (target) {
case SamplerType::SAMPLER_2D:
return "a_2D_user_texture";
case SamplerType::SAMPLER_2D_ARRAY:
return "a_2D_array_user_texture";
case SamplerType::SAMPLER_CUBEMAP:
return "a_cube_map_user_texture";
case SamplerType::SAMPLER_EXTERNAL:
return "an_external_user_texture";
case SamplerType::SAMPLER_3D:
return "a_3D_user_texture";
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
return "a_cube_mape_array_user_texture";
}
}
wgpu::StringView getUserTextureViewLabel(filament::backend::SamplerType target) {
// TODO will be helpful to get more useful info than this
using filament::backend::SamplerType;
switch (target) {
case SamplerType::SAMPLER_2D:
return "a_2D_user_texture_view";
case SamplerType::SAMPLER_2D_ARRAY:
return "a_2D_array_user_texture_view";
case SamplerType::SAMPLER_CUBEMAP:
return "a_cube_map_user_texture_view";
case SamplerType::SAMPLER_EXTERNAL:
return "an_external_user_texture_view";
case SamplerType::SAMPLER_3D:
return "a_3D_user_texture_view";
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
return "a_cube_mape_array_user_texture_view";
}
}
}// namespace
namespace filament::backend {
@@ -137,7 +185,7 @@ WGPUVertexBufferInfo::WGPUVertexBufferInfo(uint8_t bufferCount, uint8_t attribut
mAttributes[attrib.buffer].push_back({
.format = vertexFormat,
.offset = attrib.offset,
.shaderLocation = static_cast<uint32_t>(mAttributes[attrib.buffer].size()),
.shaderLocation = attribIndex,
});
mVertexBufferLayout[attrib.buffer].stepMode = wgpu::VertexStepMode::Vertex;
@@ -192,11 +240,20 @@ WebGPUDescriptorSetLayout::WebGPUDescriptorSetLayout(DescriptorSetLayout const&
wgpu::Device const& device) {
assert_invariant(device);
std::string baseLabel;
if (std::holds_alternative<utils::StaticString>(layout.label)) {
const auto& temp = std::get_if<utils::StaticString>(&layout.label);
baseLabel = temp->c_str();
} else if (std::holds_alternative<utils::CString>(layout.label)) {
const auto& temp = std::get_if<utils::CString>(&layout.label);
baseLabel = temp->c_str();
}
// TODO: layoutDescriptor has a "Label". Ideally we can get info on what this layout is for
// debugging. For now, hack an incrementing value.
static int layoutNum = 0;
uint samplerCount =
unsigned int samplerCount =
std::count_if(layout.bindings.begin(), layout.bindings.end(), [](auto& fEntry) {
return fEntry.type == DescriptorType::SAMPLER ||
fEntry.type == DescriptorType::SAMPLER_EXTERNAL;
@@ -205,86 +262,204 @@ WebGPUDescriptorSetLayout::WebGPUDescriptorSetLayout(DescriptorSetLayout const&
std::vector<wgpu::BindGroupLayoutEntry> wEntries;
wEntries.reserve(layout.bindings.size() + samplerCount);
mBindGroupEntries.reserve(wEntries.capacity());
for (auto fEntry: layout.bindings) {
auto& wEntry = wEntries.emplace_back();
auto& entryInfo = mBindGroupEntries.emplace_back();
wEntry.visibility = filamentStageToWGPUStage(fEntry.stageFlags);
wEntry.binding = fEntry.binding * 2;
entryInfo.binding = wEntry.binding;
switch (fEntry.type) {
// TODO Metal treats these the same. Is this fine?
case DescriptorType::SAMPLER_EXTERNAL:
case DescriptorType::SAMPLER: {
// Sampler binding is 2n+1 due to split.
auto& samplerEntry = wEntries.emplace_back();
auto& samplerEntryInfo = mBindGroupEntries.emplace_back();
samplerEntry.binding = fEntry.binding * 2 + 1;
samplerEntryInfo.binding = samplerEntry.binding;
samplerEntryInfo.type = WebGPUDescriptorSetLayout::BindGroupEntryType::SAMPLER;
samplerEntry.visibility = wEntry.visibility;
// We are simply hoping that undefined and defaults suffices here.
samplerEntry.sampler.type = wgpu::SamplerBindingType::Undefined;
wEntry.texture.sampleType = wgpu::TextureSampleType::Undefined;
samplerEntry.sampler.type = wgpu::SamplerBindingType::NonFiltering; // Example default
wEntry.texture.sampleType = wgpu::TextureSampleType::Float; // Example default
// TODO: FIX! THIS IS HACK FOR HELLO-TRIANGLE!
if (baseLabel.find("Skybox") != std::string::npos ||
(baseLabel == "Filament Default Material_perView" && wEntry.binding == 22)) {
wEntry.texture.viewDimension = wgpu::TextureViewDimension::Cube;
} else {
wEntry.texture.viewDimension =
wgpu::TextureViewDimension::e2D;// Example default
}
entryInfo.type = WebGPUDescriptorSetLayout::BindGroupEntryType::TEXTURE_VIEW;
break;
}
case DescriptorType::UNIFORM_BUFFER: {
wEntry.buffer.hasDynamicOffset =
any(fEntry.flags & DescriptorFlags::DYNAMIC_OFFSET);
entryInfo.hasDynamicOffset = wEntry.buffer.hasDynamicOffset;
wEntry.buffer.type = wgpu::BufferBindingType::Uniform;
// TODO: Ideally we fill minBindingSize
break;
}
case DescriptorType::INPUT_ATTACHMENT: {
// TODO: support INPUT_ATTACHMENT. Metal does not currently.
PANIC_POSTCONDITION("Input Attachment is not supported");
break;
}
case DescriptorType::SHADER_STORAGE_BUFFER: {
// TODO: Vulkan does not support this, can we?
PANIC_POSTCONDITION("Shader storage is not supported");
break;
}
}
// Currently flags are only used to specify dynamic offset.
// UNUSED
// fEntry.count
// fEntry.count is unused currently
}
std::string label = "layout_" + baseLabel + std::to_string(++layoutNum) ;
wgpu::BindGroupLayoutDescriptor layoutDescriptor{
// TODO: layoutDescriptor has a "Label". Ideally we can get info on what this layout is for
// debugging. For now, hack an incrementing value.
.label{ "layout_" + std::to_string(++layoutNum) },
.label{label.c_str()}, // Use .c_str() if label needs to be const char*
.entryCount = wEntries.size(),
.entries = wEntries.data()
};
// TODO Do we need to defer this until we have more info on textures and samplers??
mLayoutSize = wEntries.size();
mLayout = device.CreateBindGroupLayout(&layoutDescriptor);
}
WebGPUDescriptorSetLayout::~WebGPUDescriptorSetLayout() {}
WebGPUDescriptorSet::WebGPUDescriptorSet(const wgpu::BindGroupLayout& layout, uint layoutSize)
wgpu::Buffer WebGPUDescriptorSet::sDummyUniformBuffer = nullptr;
wgpu::Texture WebGPUDescriptorSet::sDummyTexture = nullptr;
wgpu::TextureView WebGPUDescriptorSet::sDummyTextureView = nullptr;
wgpu::Sampler WebGPUDescriptorSet::sDummySampler = nullptr;
void WebGPUDescriptorSet::initializeDummyResourcesIfNotAlready(wgpu::Device const& device,
wgpu::TextureFormat aColorFormat) {
if (!sDummyUniformBuffer) {
wgpu::BufferDescriptor bufferDescriptor{
.label = "dummy_uniform_not_to_be_used",
.usage = wgpu::BufferUsage::Uniform,
.size = 4
};
sDummyUniformBuffer = device.CreateBuffer(&bufferDescriptor);
FILAMENT_CHECK_POSTCONDITION(sDummyUniformBuffer)
<< "Failed to create dummy uniform buffer?";
}
if (!sDummyTexture || !sDummyTextureView) {
wgpu::TextureDescriptor textureDescriptor{
.label = "dummy_texture_not_to_be_used",
.usage = wgpu::TextureUsage::TextureBinding,
.dimension = wgpu::TextureDimension::e2D,
.size = wgpu::Extent3D{ .width = 4, .height = 4, .depthOrArrayLayers = 1 },
.format = aColorFormat,
};
if (!sDummyTexture) {
sDummyTexture = device.CreateTexture(&textureDescriptor);
FILAMENT_CHECK_POSTCONDITION(sDummyUniformBuffer) << "Failed to create dummy texture?";
}
if (!sDummyTextureView) {
wgpu::TextureViewDescriptor textureViewDescriptor{
.label = "dummy_texture_view_not_to_be_used"
};
sDummyTextureView = sDummyTexture.CreateView(&textureViewDescriptor);
FILAMENT_CHECK_POSTCONDITION(sDummyUniformBuffer)
<< "Failed to create dummy texture view?";
}
}
if (!sDummySampler) {
wgpu::SamplerDescriptor samplerDescriptor{
.label = "dummy_sampler_not_to_be_used"
};
sDummySampler = device.CreateSampler(&samplerDescriptor);
FILAMENT_CHECK_POSTCONDITION(sDummyUniformBuffer) << "Failed to create dummy sampler?";
}
}
std::vector<wgpu::BindGroupEntry> WebGPUDescriptorSet::createDummyEntriesSortedByBinding(
std::vector<filament::backend::WebGPUDescriptorSetLayout::BindGroupEntryInfo> const&
bindGroupEntries) {
assert_invariant(WebGPUDescriptorSet::sDummyUniformBuffer &&
"Dummy uniform buffer must have been created before "
"creating dummy bind group entries.");
assert_invariant(
WebGPUDescriptorSet::sDummyTexture &&
"Dummy texture must have been created before creating dummy bind group entries.");
assert_invariant(
WebGPUDescriptorSet::sDummyTextureView &&
"Dummy texture view must have been created before creating dummy bind group entries.");
assert_invariant(
WebGPUDescriptorSet::sDummySampler &&
"Dummy sampler must have been created before creating dummy bind group entries.");
using filament::backend::WebGPUDescriptorSetLayout;
std::vector<wgpu::BindGroupEntry> entries;
entries.reserve(bindGroupEntries.size());
for (auto const& entryInfo: bindGroupEntries) {
auto& entry = entries.emplace_back();
entry.binding = entryInfo.binding;
switch (entryInfo.type) {
case WebGPUDescriptorSetLayout::BindGroupEntryType::UNIFORM_BUFFER:
entry.buffer = WebGPUDescriptorSet::sDummyUniformBuffer;
break;
case WebGPUDescriptorSetLayout::BindGroupEntryType::TEXTURE_VIEW:
entry.textureView = WebGPUDescriptorSet::sDummyTextureView;
break;
case WebGPUDescriptorSetLayout::BindGroupEntryType::SAMPLER:
entry.sampler = WebGPUDescriptorSet::sDummySampler;
break;
}
}
std::sort(entries.begin(), entries.end(),
[](wgpu::BindGroupEntry const& a, wgpu::BindGroupEntry const& b) {
return a.binding < b.binding;
});
return entries;
}
WebGPUDescriptorSet::WebGPUDescriptorSet(wgpu::BindGroupLayout const& layout,
std::vector<WebGPUDescriptorSetLayout::BindGroupEntryInfo> const& bindGroupEntries)
: mLayout(layout),
entries(layoutSize, wgpu::BindGroupEntry{}) {
mEntriesSortedByBinding(createDummyEntriesSortedByBinding(bindGroupEntries)) {
// Establish the size of entries based on the layout. This should be reliable and efficient.
assert_invariant(INVALID_INDEX > mEntryIndexByBinding.size());
for (size_t i = 0; i < mEntryIndexByBinding.size(); i++) {
mEntryIndexByBinding[i] = INVALID_INDEX;
}
for (size_t index = 0; index < mEntriesSortedByBinding.size(); index++) {
wgpu::BindGroupEntry const& entry = mEntriesSortedByBinding[index];
assert_invariant(entry.binding < mEntryIndexByBinding.size());
mEntryIndexByBinding[entry.binding] = static_cast<uint8_t>(index);
}
for (auto const& entry : bindGroupEntries) {
if (entry.hasDynamicOffset) {
assert_invariant(entry.binding < mEntriesByBindingWithDynamicOffsets.size());
mEntriesByBindingWithDynamicOffsets[entry.binding] = true;
}
}
mDynamicOffsets.reserve(mEntriesSortedByBinding.size());
}
WebGPUDescriptorSet::~WebGPUDescriptorSet() {
mBindGroup = nullptr;
mLayout = nullptr;
}
WebGPUDescriptorSet::~WebGPUDescriptorSet() {}
wgpu::BindGroup WebGPUDescriptorSet::lockAndReturn(const wgpu::Device& device) {
if (mBindGroup) {
return mBindGroup;
}
// TODO label? Should we just copy layout label?
wgpu::BindGroupDescriptor desc{ .layout = mLayout,
.entryCount = entries.size(),
.entries = entries.data() };
wgpu::BindGroupDescriptor desc{
.layout = mLayout,
.entryCount = mEntriesSortedByBinding.size(),
.entries = mEntriesSortedByBinding.data()
};
mBindGroup = device.CreateBindGroup(&desc);
FILAMENT_CHECK_POSTCONDITION(mBindGroup) << "Failed to create bind group?";
// once we have created the bind group itself we should no longer need any other state
mLayout = nullptr;
mEntriesSortedByBinding.clear();
mEntriesSortedByBinding.shrink_to_fit();
return mBindGroup;
}
void WebGPUDescriptorSet::addEntry(uint index, wgpu::BindGroupEntry&& entry) {
void WebGPUDescriptorSet::addEntry(unsigned int index, wgpu::BindGroupEntry&& entry) {
if (mBindGroup) {
// We will keep getting hits from future updates, but shouldn't do anything
// Filament guarantees this won't change after things have locked.
@@ -292,58 +467,106 @@ void WebGPUDescriptorSet::addEntry(uint index, wgpu::BindGroupEntry&& entry) {
}
// TODO: Putting some level of trust that Filament is not going to reuse indexes or go past the
// layout index for efficiency. Add guards if wrong.
entries[index] = std::move(entry);
FILAMENT_CHECK_POSTCONDITION(index < mEntryIndexByBinding.size())
<< "impossible/invalid index for a descriptor/binding (our of range or >= "
"MAX_DESCRIPTOR_COUNT) "
<< index;
uint8_t entryIndex = mEntryIndexByBinding[index];
FILAMENT_CHECK_POSTCONDITION(
entryIndex != INVALID_INDEX && entryIndex < mEntriesSortedByBinding.size())
<< "Invalid binding " << index;
entry.binding = index;
mEntriesSortedByBinding[entryIndex] = std::move(entry);
mEntriesByBindingAdded[index] = true;
}
// From createTextureR
WGPUTexture::WGPUTexture(SamplerType target, uint8_t levels, TextureFormat format, uint8_t samples,
uint32_t width, uint32_t height, uint32_t depth, TextureUsage usage,
wgpu::Device device) noexcept {
// First the texture aspect
wgpu::TextureDescriptor desc;
switch (target) {
case SamplerType::SAMPLER_CUBEMAP:
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
case SamplerType::SAMPLER_2D:
case SamplerType::SAMPLER_2D_ARRAY:
// Should be safe to assume external is 2d
case SamplerType::SAMPLER_EXTERNAL: {
desc.dimension = wgpu::TextureDimension::e2D;
break;
}
case SamplerType::SAMPLER_3D: {
desc.dimension = wgpu::TextureDimension::e3D;
break;
uint32_t const* WebGPUDescriptorSet::setDynamicOffsets(uint32_t const* offsets) {
// mDynamicOffsets already reserves enough memory for the number of entries in the set
mDynamicOffsets.clear();
// this implementation copies the offsets to mDynamicOffsets, but also adds values for
// unused entries TODO: is this necessary?
size_t inputIndex = 0;
size_t outputIndex = 0;
for (auto const& entry : mEntriesSortedByBinding) {
if (mEntriesByBindingWithDynamicOffsets[entry.binding]) {
if (mEntriesByBindingAdded[entry.binding]) {
mDynamicOffsets[outputIndex++] = offsets[inputIndex++];
} else {
mDynamicOffsets[outputIndex++] = 0; // dummy offset, as it was never added
}
}
}
desc.size = { .width = width, .height = height, .depthOrArrayLayers = depth };
desc.format = fToWGPUTextureFormat(format);
assert_invariant(desc.format != wgpu::TextureFormat::Undefined);
// WGPU requires this to be true. Filament should comply
assert(samples == 1 || samples || 4);
desc.sampleCount = samples;
desc.usage = fToWGPUTextureUsage(usage);
desc.mipLevelCount = levels;
// TODO Is this fine? Could do all-the-things, a naive mapping or get something from Filament
desc.viewFormats = nullptr;
texture = device.CreateTexture(&desc);
// TODO should a default levelCount be something other than 0? Sample count?
texView = makeTextureView(0, 0);
}
// From createTextureViewR
WGPUTexture::WGPUTexture(WGPUTexture* src, uint8_t baseLevel, uint8_t levelCount,
wgpu::Device device) noexcept {
texture = src->texture;
texView = makeTextureView(baseLevel, levelCount);
return mDynamicOffsets.data();
}
wgpu::TextureUsage WGPUTexture::fToWGPUTextureUsage(const TextureUsage& fUsage) {
size_t WebGPUDescriptorSet::countEntitiesWithDynamicOffsets() const {
return mEntriesByBindingWithDynamicOffsets.count();
}
WGPUTexture::WGPUTexture(SamplerType target, uint8_t levels, TextureFormat format, uint8_t samples,
uint32_t width, uint32_t height, uint32_t depth, TextureUsage usage,
wgpu::Device const& device) noexcept {
assert_invariant(
samples == 1 ||
samples == 4 &&
"An invalid number of samples were requested, as WGPU requires the sample "
"count to either be 1 (no multisampling) or 4, at least as of April 2025 of "
"the spec. See https://www.w3.org/TR/webgpu/#texture-creation or "
"https://gpuweb.github.io/gpuweb/#multisample-state");
// First, the texture aspect, starting with the defaults/basic configuration
mUsage = fToWGPUTextureUsage(usage);
mFormat = fToWGPUTextureFormat(format);
mAspect = fToWGPUTextureViewAspect(usage, format);
wgpu::TextureDescriptor textureDescriptor{
.label = getUserTextureLabel(target),
.usage = mUsage,
.dimension = target == SamplerType::SAMPLER_3D ? wgpu::TextureDimension::e3D
: wgpu::TextureDimension::e2D,
.size = { .width = width, .height = height, .depthOrArrayLayers = depth },
.format = mFormat,
.mipLevelCount = levels,
.sampleCount = samples,
// TODO Is this fine? Could do all-the-things, a naive mapping or get something from
// Filament
.viewFormatCount = 0,
.viewFormats = nullptr,
};
// adjust for specific cases
switch (target) {
case SamplerType::SAMPLER_2D:
mArrayLayerCount = 1;
break;
case SamplerType::SAMPLER_2D_ARRAY:
mArrayLayerCount = textureDescriptor.size.depthOrArrayLayers;
break;
case SamplerType::SAMPLER_CUBEMAP:
textureDescriptor.size.depthOrArrayLayers = 6;
mArrayLayerCount = textureDescriptor.size.depthOrArrayLayers;
break;
case SamplerType::SAMPLER_EXTERNAL:
case SamplerType::SAMPLER_3D:
mArrayLayerCount = 1;
break;
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
textureDescriptor.size.depthOrArrayLayers = depth * 6;
mArrayLayerCount = textureDescriptor.size.depthOrArrayLayers;
break;
}
assert_invariant(textureDescriptor.format != wgpu::TextureFormat::Undefined &&
"Could not find appropriate WebGPU format");
mTexture = device.CreateTexture(&textureDescriptor);
FILAMENT_CHECK_POSTCONDITION(mTexture)
<< "Failed to create texture for " << textureDescriptor.label;
// Second, the texture view aspect
mTexView = makeTextureView(0, levels, target);
}
WGPUTexture::WGPUTexture(WGPUTexture* src, uint8_t baseLevel, uint8_t levelCount) noexcept {
mTexture = src->mTexture;
mTexView = makeTextureView(baseLevel, levelCount, target);
}
wgpu::TextureUsage WGPUTexture::fToWGPUTextureUsage(TextureUsage const& fUsage) {
wgpu::TextureUsage retUsage = wgpu::TextureUsage::None;
// Basing this mapping off of VulkanTexture.cpp's getUsage func and suggestions from Gemini
@@ -391,8 +614,9 @@ wgpu::TextureUsage WGPUTexture::fToWGPUTextureUsage(const TextureUsage& fUsage)
// PROTECTED
return retUsage;
}
wgpu::TextureFormat WGPUTexture::fToWGPUTextureFormat(const TextureFormat& fUsage) {
switch (fUsage) {
wgpu::TextureFormat WGPUTexture::fToWGPUTextureFormat(TextureFormat const& fFormat) {
switch (fFormat) {
case filament::backend::TextureFormat::R8:
return wgpu::TextureFormat::R8Unorm;
case filament::backend::TextureFormat::R8_SNORM:
@@ -631,26 +855,135 @@ wgpu::TextureFormat WGPUTexture::fToWGPUTextureFormat(const TextureFormat& fUsag
}
}
wgpu::TextureView WGPUTexture::makeTextureView(const uint8_t& baseLevel,
const uint8_t& levelCount) {
wgpu::TextureViewDescriptor desc;
desc.baseMipLevel = baseLevel;
desc.mipLevelCount = levelCount;
wgpu::TextureAspect WGPUTexture::fToWGPUTextureViewAspect(TextureUsage const& fUsage,
TextureFormat const& fFormat) {
// baseArrayLayer is required, making a guess
desc.baseArrayLayer = 0;
// Have not found an analouge to aspect in other drivers, but ALL should be unrestrictive.
// TODO Can we make this better?
desc.aspect = wgpu::TextureAspect::All;
const bool isDepth = any(fUsage & TextureUsage::DEPTH_ATTACHMENT);
const bool isStencil = any(fUsage & TextureUsage::STENCIL_ATTACHMENT);
const bool isColor = any(fUsage & TextureUsage::COLOR_ATTACHMENT);
const bool isSample = (fUsage == TextureUsage::SAMPLEABLE);
// The rest of the properties should be fine to leave as default, using the texture params.
desc.label = "TODO";
if (isDepth && !isColor && !isStencil) {
return wgpu::TextureAspect::DepthOnly;
}
desc.format = wgpu::TextureFormat::Undefined;
desc.dimension = wgpu::TextureViewDimension::Undefined;
desc.usage = wgpu::TextureUsage::None;
if (isStencil && !isColor && !isDepth) {
return wgpu::TextureAspect::StencilOnly;
}
return texture.CreateView(&desc);
if (fFormat == filament::backend::TextureFormat::DEPTH32F ||
fFormat == filament::backend::TextureFormat::DEPTH24 ||
fFormat == filament::backend::TextureFormat::DEPTH16) {
return wgpu::TextureAspect::DepthOnly;
}
if (fFormat == filament::backend::TextureFormat::STENCIL8) {
return wgpu::TextureAspect::StencilOnly;
}
if (fFormat == filament::backend::TextureFormat::DEPTH24_STENCIL8 ||
fFormat == filament::backend::TextureFormat::DEPTH32F_STENCIL8) {
if (isSample) {
return wgpu::TextureAspect::DepthOnly;
}
}
return wgpu::TextureAspect::All;
}
wgpu::TextureView WGPUTexture::makeTextureView(const uint8_t& baseLevel, const uint8_t& levelCount,
SamplerType target) {
wgpu::TextureViewDescriptor textureViewDescriptor{
.label = getUserTextureViewLabel(target),
.format = mFormat,
.baseMipLevel = baseLevel,
.mipLevelCount = levelCount,
// TODO: check if this baseArrayLayer assumption is correct
.baseArrayLayer = 0,
.arrayLayerCount = mArrayLayerCount,
.aspect = mAspect,
.usage = mUsage
};
switch (target) {
case SamplerType::SAMPLER_2D:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e2D;
break;
case SamplerType::SAMPLER_2D_ARRAY:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e2DArray;
break;
case SamplerType::SAMPLER_CUBEMAP:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::Cube;
break;
case SamplerType::SAMPLER_EXTERNAL:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e2D;
break;
case SamplerType::SAMPLER_3D:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e3D;
break;
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
textureViewDescriptor.dimension = wgpu::TextureViewDimension::CubeArray;
break;
}
wgpu::TextureView textureView = mTexture.CreateView(&textureViewDescriptor);
FILAMENT_CHECK_POSTCONDITION(textureView)
<< "Failed to create texture view " << textureViewDescriptor.label;
return textureView;
}
WGPURenderTarget::Attachment WGPURenderTarget::getDrawColorAttachment(size_t index) {
assert_invariant( index < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT);
auto result = color[index];
if (index == 0 && defaultRenderTarget) {
}
return result;
}
wgpu::LoadOp WGPURenderTarget::getLoadOperation(RenderPassParams const& params,
TargetBufferFlags buffer) {
auto clearFlags = params.flags.clear;
auto discardStartFlags = params.flags.discardStart;
if (any(clearFlags & buffer)) {
return wgpu::LoadOp::Clear;
} else if (any(discardStartFlags & buffer)) {
return wgpu::LoadOp::Clear;
}
return wgpu::LoadOp::Load;
}
wgpu::StoreOp WGPURenderTarget::getStoreOperation(RenderPassParams const& params,
TargetBufferFlags buffer) {
const auto discardEndFlags = params.flags.discardEnd;
if (any(discardEndFlags & buffer)) {
return wgpu::StoreOp::Discard;
}
return wgpu::StoreOp::Store;
}
void WGPURenderTarget::setUpRenderPassAttachments(wgpu::RenderPassDescriptor& descriptor,
wgpu::TextureView const& textureView, RenderPassParams const& params) {
// auto discardFlags = params.flags.discardEnd;
// (void) discardFlags;
// std::vector<wgpu::RenderPassColorAttachment> colorAttachments;
colorAttachments.clear();
for (size_t i = 0; i < 1/*MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT*/; i++) {
// auto attachment = getDrawColorAttachment(i);
// if (attachment) {
wgpu::RenderPassColorAttachment colorAttachment;
colorAttachment.view = textureView;
colorAttachment.loadOp = getLoadOperation(params, getTargetBufferFlagsAt(i));
colorAttachment.storeOp = getStoreOperation(params, getTargetBufferFlagsAt(i));
colorAttachment.clearValue = { params.clearColor.r, params.clearColor.g, params.clearColor.b, params.clearColor.a };
colorAttachments.emplace_back(colorAttachment);
// }
}
descriptor.colorAttachments = colorAttachments.data();
descriptor.colorAttachmentCount = colorAttachments.size();
descriptor.depthStencilAttachment = nullptr;
descriptor.timestampWrites = nullptr;
}
}// namespace filament::backend
+76 -40
View File
@@ -27,6 +27,8 @@
#include <webgpu/webgpu_cpp.h>
#include <array>
#include <bitset>
#include <cstdint>
#include <vector>
@@ -72,8 +74,8 @@ public:
private:
// TODO: can we do better in terms on heap management.
std::vector<wgpu::VertexBufferLayout> mVertexBufferLayout {};
std::vector<std::vector<wgpu::VertexAttribute>> mAttributes {};
std::vector<wgpu::VertexBufferLayout> mVertexBufferLayout{};
std::vector<std::vector<wgpu::VertexAttribute>> mAttributes{};
};
struct WGPUVertexBuffer : public HwVertexBuffer {
@@ -98,87 +100,118 @@ struct WGPUBufferObject : HwBufferObject {
wgpu::Buffer buffer = nullptr;
const BufferObjectBinding bufferObjectBinding;
};
class WebGPUDescriptorSetLayout final : public HwDescriptorSetLayout {
public:
enum class BindGroupEntryType : uint8_t {
UNIFORM_BUFFER,
TEXTURE_VIEW,
SAMPLER
};
struct BindGroupEntryInfo final {
uint8_t binding = 0;
BindGroupEntryType type = BindGroupEntryType::UNIFORM_BUFFER;
bool hasDynamicOffset = false;
};
WebGPUDescriptorSetLayout(DescriptorSetLayout const& layout, wgpu::Device const& device);
~WebGPUDescriptorSetLayout();
[[nodiscard]] const wgpu::BindGroupLayout& getLayout() const { return mLayout; }
[[nodiscard]] uint getLayoutSize() const { return mLayoutSize; }
[[nodiscard]] std::vector<BindGroupEntryInfo> const& getBindGroupEntries() const {
return mBindGroupEntries;
}
private:
// TODO: If this is useful elsewhere, remove it from this class
// Convert Filament Shader Stage Flags bitmask to webgpu equivilant
static wgpu::ShaderStage filamentStageToWGPUStage(ShaderStageFlags fFlags);
uint mLayoutSize;
std::vector<BindGroupEntryInfo> mBindGroupEntries;
wgpu::BindGroupLayout mLayout;
};
class WebGPUDescriptorSet final : public HwDescriptorSet {
public:
WebGPUDescriptorSet(const wgpu::BindGroupLayout& layout, uint layoutSize);
static void initializeDummyResourcesIfNotAlready(wgpu::Device const&,
wgpu::TextureFormat aColorFormat);
WebGPUDescriptorSet(wgpu::BindGroupLayout const& layout,
std::vector<WebGPUDescriptorSetLayout::BindGroupEntryInfo> const& bindGroupEntries);
~WebGPUDescriptorSet();
wgpu::BindGroup lockAndReturn(wgpu::Device const& device);
void addEntry(uint index, wgpu::BindGroupEntry&& entry);
wgpu::BindGroup lockAndReturn(wgpu::Device const&);
void addEntry(unsigned int index, wgpu::BindGroupEntry&& entry);
[[nodiscard]] uint32_t const* setDynamicOffsets(uint32_t const* offsets);
[[nodiscard]] bool getIsLocked() const { return mBindGroup != nullptr; }
[[nodiscard]] size_t countEntitiesWithDynamicOffsets() const;
private:
static wgpu::Buffer sDummyUniformBuffer;
static wgpu::Texture sDummyTexture;
static wgpu::TextureView sDummyTextureView;
static wgpu::Sampler sDummySampler;
static std::vector<wgpu::BindGroupEntry> createDummyEntriesSortedByBinding(
std::vector<filament::backend::WebGPUDescriptorSetLayout::BindGroupEntryInfo> const&);
// TODO: Consider storing what we used to make the layout. However we need to essentially
// Recreate some of the info (Sampler in slot X with the actual sampler) so letting Dawn confirm
// there isn't a mismatch may be easiest.
// Also storing the wgpu ObjectBase takes care of ownership challenges in theory
wgpu::BindGroupLayout mLayout;
std::vector<wgpu::BindGroupEntry> entries;
wgpu::BindGroup mBindGroup;
wgpu::BindGroupLayout mLayout = nullptr;
static constexpr uint8_t INVALID_INDEX = MAX_DESCRIPTOR_COUNT + 1;
std::array<uint8_t, MAX_DESCRIPTOR_COUNT> mEntryIndexByBinding{};
std::vector<wgpu::BindGroupEntry> mEntriesSortedByBinding;
std::bitset<MAX_DESCRIPTOR_COUNT> mEntriesByBindingWithDynamicOffsets{};
std::bitset<MAX_DESCRIPTOR_COUNT> mEntriesByBindingAdded{};
std::vector<uint32_t> mDynamicOffsets;
wgpu::BindGroup mBindGroup = nullptr;
};
class WGPUTexture : public HwTexture {
public:
WGPUTexture(SamplerType target, uint8_t levels, TextureFormat format, uint8_t samples,
uint32_t width, uint32_t height, uint32_t depth, TextureUsage usage,
wgpu::Device device) noexcept;
wgpu::Device const& device) noexcept;
WGPUTexture(WGPUTexture* src, uint8_t baseLevel, uint8_t levelCount,
wgpu::Device device) noexcept;
WGPUTexture(WGPUTexture* src, uint8_t baseLevel, uint8_t levelCount) noexcept;
// TODO: createTextureExternalImage1/2 createTextureExternalImagePlaneR importTextureR cases
[[nodiscard]] const wgpu::Texture& getTexture() const { return mTexture; }
[[nodiscard]] const wgpu::TextureView& getTexView() const { return mTexView; }
const wgpu::Texture& getTexture() const { return texture; }
const wgpu::Sampler& getSampler() const { return sampler; }
const wgpu::TextureView& getTexView() const { return texView; }
static wgpu::TextureFormat fToWGPUTextureFormat(const filament::backend::TextureFormat& fUsage);
static wgpu::TextureFormat fToWGPUTextureFormat(
filament::backend::TextureFormat const& fFormat);
static wgpu::TextureAspect fToWGPUTextureViewAspect(
filament::backend::TextureUsage const& fUsage,
filament::backend::TextureFormat const& fFormat);
private:
wgpu::TextureView makeTextureView(const uint8_t& baseLevel, const uint8_t& levelCount);
wgpu::TextureView makeTextureView(const uint8_t& baseLevel, const uint8_t& levelCount,
SamplerType target);
// CreateTextureR has info for a texture and sampler. Texture Views are needed for binding,
// along with a sampler Current plan: Inherit the sampler and Texture to always exist (It is a
// ref counted pointer) when making views. View is optional
wgpu::Texture texture = nullptr;
// TODO: Adding this but not yet setting it up. Filament "Textures" are combined image samplers,
// rep both.
wgpu::Sampler sampler = nullptr;
// TODO: Not sure all the ways HwTexture is used. Overloading like this might be entirely wrong.
wgpu::TextureView texView = nullptr;
wgpu::TextureUsage fToWGPUTextureUsage(const filament::backend::TextureUsage& fUsage);
wgpu::Texture mTexture = nullptr;
wgpu::TextureUsage mUsage = wgpu::TextureUsage::None;
wgpu::TextureFormat mFormat = wgpu::TextureFormat::Undefined;
wgpu::TextureAspect mAspect = wgpu::TextureAspect::Undefined;
uint32_t mArrayLayerCount = 1;
wgpu::TextureView mTexView = nullptr;
wgpu::TextureUsage fToWGPUTextureUsage(filament::backend::TextureUsage const& fUsage);
};
struct WGPURenderPrimitive : public HwRenderPrimitive {
WGPURenderPrimitive() {}
void setBuffers(WGPUVertexBufferInfo const* const vbi,
WGPUVertexBuffer* vertexBuffer, WGPUIndexBuffer* indexBuffer);
WGPUVertexBuffer* vertexBuffer = nullptr;
WGPUIndexBuffer* indexBuffer = nullptr;
};
// TODO: Currently WGPURenderTarget is not used by WebGPU for useful task.
// Update the struct when used by WebGPU driver.
struct WGPURenderTarget : public HwRenderTarget {
class WGPURenderTarget : public HwRenderTarget {
public:
class Attachment {
public:
friend struct WGPURenderTarget;
friend class WGPURenderTarget;
Attachment() = default;
Attachment(WGPUTexture* gpuTexture, uint8_t level = 0, uint16_t layer = 0)
@@ -186,6 +219,9 @@ struct WGPURenderTarget : public HwRenderTarget {
layer(layer),
texture(gpuTexture->getTexture()),
mWGPUTexture(gpuTexture) {}
operator bool() const {
return mWGPUTexture != nullptr;
}
uint8_t level = 0;
uint16_t layer = 0;
@@ -201,8 +237,8 @@ struct WGPURenderTarget : public HwRenderTarget {
: HwRenderTarget(0, 0),
defaultRenderTarget(true) {}
void setUpRenderPassAttachments(wgpu::RenderPassDescriptor* descriptor,
const RenderPassParams& params);
void setUpRenderPassAttachments(wgpu::RenderPassDescriptor& descriptor,
wgpu::TextureView const& textureView, RenderPassParams const& params);
math::uint2 getAttachmentSize() noexcept;
@@ -212,15 +248,15 @@ struct WGPURenderTarget : public HwRenderTarget {
Attachment getDrawColorAttachment(size_t index);
Attachment getReadColorAttachment(size_t index);
static wgpu::LoadOp getLoadOperation(const RenderPassParams& params, TargetBufferFlags buffer);
static wgpu::StoreOp getStoreOperation(const RenderPassParams& params, TargetBufferFlags buffer);
private:
static wgpu::LoadOp getLoadAction(const RenderPassParams& params, TargetBufferFlags buffer);
static wgpu::LoadOp getStoreAction(const RenderPassParams& params, TargetBufferFlags buffer);
bool defaultRenderTarget = false;
uint8_t samples = 1;
Attachment color[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
math::uint2 attachmentSize = {};
std::vector<wgpu::RenderPassColorAttachment> colorAttachments{};
};
}// namespace filament::backend
@@ -0,0 +1,255 @@
/*
* 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.
*/
#include "WebGPUPipelineCreation.h"
#include "WebGPUHandles.h"
#include <backend/DriverEnums.h>
#include <backend/TargetBufferInfo.h>
#include <utils/Panic.h>
#include <utils/debug.h>
#include <webgpu/webgpu_cpp.h>
#include <array>
#include <cstdint>
#include <sstream>
namespace filament::backend {
namespace {
constexpr wgpu::PrimitiveTopology toWebGPU(PrimitiveType primitiveType) {
switch (primitiveType) {
case PrimitiveType::POINTS:
return wgpu::PrimitiveTopology::PointList;
case PrimitiveType::LINES:
return wgpu::PrimitiveTopology::LineList;
case PrimitiveType::LINE_STRIP:
return wgpu::PrimitiveTopology::LineStrip;
case PrimitiveType::TRIANGLES:
return wgpu::PrimitiveTopology::TriangleList;
case PrimitiveType::TRIANGLE_STRIP:
return wgpu::PrimitiveTopology::TriangleStrip;
}
}
constexpr wgpu::CullMode toWebGPU(CullingMode cullMode) {
switch (cullMode) {
case CullingMode::NONE:
return wgpu::CullMode::None;
case CullingMode::FRONT:
return wgpu::CullMode::Front;
case CullingMode::BACK:
return wgpu::CullMode::Back;
case CullingMode::FRONT_AND_BACK:
// no WegGPU equivalent of front and back
FILAMENT_CHECK_POSTCONDITION(false)
<< "WebGPU does not support CullingMode::FRONT_AND_BACK";
return wgpu::CullMode::Undefined;
}
}
constexpr wgpu::CompareFunction toWebGPU(SamplerCompareFunc compareFunction) {
switch (compareFunction) {
case SamplerCompareFunc::LE:
return wgpu::CompareFunction::LessEqual;
case SamplerCompareFunc::GE:
return wgpu::CompareFunction::GreaterEqual;
case SamplerCompareFunc::L:
return wgpu::CompareFunction::Less;
case SamplerCompareFunc::G:
return wgpu::CompareFunction::Greater;
case SamplerCompareFunc::E:
return wgpu::CompareFunction::Equal;
case SamplerCompareFunc::NE:
return wgpu::CompareFunction::NotEqual;
case SamplerCompareFunc::A:
return wgpu::CompareFunction::Always;
case SamplerCompareFunc::N:
return wgpu::CompareFunction::Never;
}
}
constexpr wgpu::StencilOperation toWebGPU(StencilOperation stencilOp) {
switch (stencilOp) {
case StencilOperation::KEEP:
return wgpu::StencilOperation::Keep;
case StencilOperation::ZERO:
return wgpu::StencilOperation::Zero;
case StencilOperation::REPLACE:
return wgpu::StencilOperation::Replace;
case StencilOperation::INCR:
return wgpu::StencilOperation::IncrementClamp;
case StencilOperation::INCR_WRAP:
return wgpu::StencilOperation::IncrementWrap;
case StencilOperation::DECR:
return wgpu::StencilOperation::DecrementClamp;
case StencilOperation::DECR_WRAP:
return wgpu::StencilOperation::DecrementWrap;
case StencilOperation::INVERT:
return wgpu::StencilOperation::Invert;
}
}
constexpr wgpu::BlendOperation toWebGPU(BlendEquation blendOp) {
switch (blendOp) {
case BlendEquation::ADD:
return wgpu::BlendOperation::Add;
case BlendEquation::SUBTRACT:
return wgpu::BlendOperation::Subtract;
case BlendEquation::REVERSE_SUBTRACT:
return wgpu::BlendOperation::ReverseSubtract;
case BlendEquation::MIN:
return wgpu::BlendOperation::Min;
case BlendEquation::MAX:
return wgpu::BlendOperation::Max;
}
}
constexpr wgpu::BlendFactor toWebGPU(BlendFunction blendFunction) {
switch (blendFunction) {
case BlendFunction::ZERO:
return wgpu::BlendFactor::Zero;
case BlendFunction::ONE:
return wgpu::BlendFactor::One;
case BlendFunction::SRC_COLOR:
return wgpu::BlendFactor::Src;
case BlendFunction::ONE_MINUS_SRC_COLOR:
return wgpu::BlendFactor::OneMinusSrc;
case BlendFunction::DST_COLOR:
return wgpu::BlendFactor::Dst;
case BlendFunction::ONE_MINUS_DST_COLOR:
return wgpu::BlendFactor::OneMinusDst;
case BlendFunction::SRC_ALPHA:
return wgpu::BlendFactor::SrcAlpha;
case BlendFunction::ONE_MINUS_SRC_ALPHA:
return wgpu::BlendFactor::OneMinusSrcAlpha;
case BlendFunction::DST_ALPHA:
return wgpu::BlendFactor::DstAlpha;
case BlendFunction::ONE_MINUS_DST_ALPHA:
return wgpu::BlendFactor::OneMinusDstAlpha;
case BlendFunction::SRC_ALPHA_SATURATE:
return wgpu::BlendFactor::SrcAlphaSaturated;
}
}
}// namespace
wgpu::RenderPipeline createWebGPURenderPipeline(wgpu::Device const& device,
WGPUProgram const& program, WGPUVertexBufferInfo const& vertexBufferInfo,
wgpu::PipelineLayout const& layout, RasterState const& rasterState,
StencilState const& stencilState, PolygonOffset const& polygonOffset,
PrimitiveType primitiveType, wgpu::TextureFormat colorFormat,
wgpu::TextureFormat depthFormat) {
assert_invariant(program.vertexShaderModule);
const wgpu::DepthStencilState depthStencilState {
.format = depthFormat,
.depthWriteEnabled = rasterState.depthWrite,
.depthCompare = toWebGPU(rasterState.depthFunc),
.stencilFront = {
.compare = toWebGPU(stencilState.front.stencilFunc),
.failOp = toWebGPU(stencilState.front.stencilOpStencilFail),
.depthFailOp = toWebGPU(stencilState.front.stencilOpDepthFail),
.passOp = toWebGPU(stencilState.front.stencilOpDepthStencilPass),
},
.stencilBack = {
.compare = toWebGPU(stencilState.back.stencilFunc),
.failOp = toWebGPU(stencilState.back.stencilOpStencilFail),
.depthFailOp = toWebGPU(stencilState.back.stencilOpDepthFail),
.passOp = toWebGPU(stencilState.back.stencilOpDepthStencilPass),
},
.stencilReadMask = 0,
.stencilWriteMask = stencilState.stencilWrite ? 0xFFFFFFFF : 0,
.depthBias = static_cast<int32_t>(polygonOffset.constant),
.depthBiasSlopeScale = polygonOffset.slope,
.depthBiasClamp = 0.0f
};
std::stringstream pipelineLabelStream;
pipelineLabelStream << program.name.c_str() << " pipeline";
const auto pipelineLabel = pipelineLabelStream.str();
wgpu::RenderPipelineDescriptor pipelineDescriptor{
.label = wgpu::StringView(pipelineLabel),
.layout = layout,
.vertex = {
.module = program.vertexShaderModule,
.entryPoint = "main",
.constantCount = program.constants.size(),
.constants = program.constants.data(),
.bufferCount = vertexBufferInfo.getVertexBufferLayoutSize(),
.buffers = vertexBufferInfo.getVertexBufferLayout()
},
.primitive = {
.topology = toWebGPU(primitiveType),
// TODO should we assume some constant format here or is there a way to get
// this from PipelineState somehow or elsewhere?
// Perhaps, cache/assert format from index buffers as they are requested?
.stripIndexFormat = wgpu::IndexFormat::Undefined,
.frontFace = rasterState.inverseFrontFaces ? wgpu::FrontFace::CW : wgpu::FrontFace::CCW,
.cullMode = toWebGPU(rasterState.culling),
// TODO no depth clamp in WebGPU supported directly. unclippedDepth is close, so we are
// starting there
.unclippedDepth = !rasterState.depthClamp &&
device.HasFeature(wgpu::FeatureName::DepthClipControl)
},
.depthStencil = &depthStencilState,
.multisample = {
.count = 1, // TODO need to get this from the render target
.mask = 0xFFFFFFFF,
.alphaToCoverageEnabled = rasterState.alphaToCoverage
},
.fragment = nullptr // will add below if fragment module is included
};
wgpu::FragmentState fragmentState = {};
std::array<wgpu::ColorTargetState, MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT> colorTargets {};
const wgpu::BlendState blendState {
.color = {
.operation = toWebGPU(rasterState.blendEquationRGB),
.srcFactor = toWebGPU(rasterState.blendFunctionSrcRGB),
.dstFactor = toWebGPU(rasterState.blendFunctionDstRGB)
},
.alpha = {
.operation = toWebGPU(rasterState.blendEquationAlpha),
.srcFactor = toWebGPU(rasterState.blendFunctionSrcAlpha),
.dstFactor = toWebGPU(rasterState.blendFunctionDstAlpha)
}
};
if (program.fragmentShaderModule != nullptr) {
fragmentState.module = program.fragmentShaderModule;
fragmentState.entryPoint = "main";
fragmentState.constantCount = program.constants.size(),
fragmentState.constants = program.constants.data(),
fragmentState.targetCount = 1; // TODO need to get this from the render target
fragmentState.targets = colorTargets.data();
assert_invariant(fragmentState.targetCount <= MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT);
for (size_t targetIndex = 0; targetIndex < fragmentState.targetCount; targetIndex++) {
auto& colorTarget = colorTargets[targetIndex];
colorTarget.format = colorFormat;
colorTarget.blend = rasterState.hasBlending() ? &blendState : nullptr;
colorTarget.writeMask =
rasterState.colorWrite ? wgpu::ColorWriteMask::All : wgpu::ColorWriteMask::None;
}
pipelineDescriptor.fragment = &fragmentState;
}
const wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
FILAMENT_CHECK_POSTCONDITION(pipeline)
<< "Failed to create render pipeline for " << pipelineDescriptor.label;
return pipeline;
}
}// namespace filament::backend
@@ -0,0 +1,46 @@
/*
* 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_WEBGPUPIPELINECREATION_H
#define TNT_FILAMENT_BACKEND_WEBGPUPIPELINECREATION_H
#include <cstdint>
namespace wgpu {
class Device;
class PipelineLayout;
class RenderPipeline;
enum class TextureFormat : uint32_t;
}// namespace wgpu
namespace filament::backend {
struct PolygonOffset;
enum class PrimitiveType : uint8_t;
struct RasterState;
struct StencilState;
class WGPUVertexBufferInfo;
class WGPUProgram;
[[nodiscard]] wgpu::RenderPipeline createWebGPURenderPipeline(wgpu::Device const&,
WGPUProgram const&, WGPUVertexBufferInfo const&, wgpu::PipelineLayout const&,
RasterState const&, StencilState const&, PolygonOffset const&, PrimitiveType,
wgpu::TextureFormat colorFormat, wgpu::TextureFormat depthFormat);
}// namespace filament::backend
#endif// TNT_FILAMENT_BACKEND_WEBGPUPIPELINECREATION_H
+80 -14
View File
@@ -73,7 +73,8 @@ void printSurfaceCapabilitiesDetails(wgpu::SurfaceCapabilities const& capabiliti
#endif
#if FWGPU_ENABLED(FWGPU_PRINT_SYSTEM)
void printSurfaceConfiguration(wgpu::SurfaceConfiguration const& config) {
void printSurfaceConfiguration(wgpu::SurfaceConfiguration const& config,
wgpu::TextureFormat depthFormat) {
std::stringstream formatStream{};
formatStream << config.format;
std::stringstream usageStream{};
@@ -82,6 +83,8 @@ void printSurfaceConfiguration(wgpu::SurfaceConfiguration const& config) {
alphaModeStream << config.alphaMode;
std::stringstream presentModeStream{};
presentModeStream << config.presentMode;
std::stringstream depthFormatStream;
depthFormatStream << depthFormat;
FWGPU_LOGI << "WebGPU surface configuration:" << utils::io::endl;
FWGPU_LOGI << " surface format: " << formatStream.str() << utils::io::endl;
FWGPU_LOGI << " surface usage: " << usageStream.str() << utils::io::endl;
@@ -98,10 +101,11 @@ void printSurfaceConfiguration(wgpu::SurfaceConfiguration const& config) {
FWGPU_LOGI << " surface width: " << config.width << utils::io::endl;
FWGPU_LOGI << " surface height: " << config.height << utils::io::endl;
FWGPU_LOGI << " surface present mode: " << presentModeStream.str() << utils::io::endl;
FWGPU_LOGI << "WebGPU selected depth format: " << depthFormatStream.str() << utils::io::endl;
}
#endif
wgpu::TextureFormat selectColorFormat(size_t availableFormatsCount,
[[nodiscard]] constexpr wgpu::TextureFormat selectColorFormat(size_t availableFormatsCount,
wgpu::TextureFormat const* availableFormats, bool useSRGBColorSpace) {
const std::array expectedColorFormats =
useSRGBColorSpace ?
@@ -119,7 +123,21 @@ wgpu::TextureFormat selectColorFormat(size_t availableFormatsCount,
return *firstFoundColorFormat;
}
wgpu::PresentMode selectPresentMode(size_t availablePresentModesCount,
[[nodiscard]] constexpr wgpu::TextureFormat selectDepthFormat(bool depth32FloatStencil8Enabled,
bool needStencil) {
if (needStencil) {
if (depth32FloatStencil8Enabled) {
return wgpu::TextureFormat::Depth32FloatStencil8;
} else {
return wgpu::TextureFormat::Depth24PlusStencil8;
}
} else {
// other options: Depth16Unorm or Depth24Plus
return wgpu::TextureFormat::Depth32Float;
}
}
[[nodiscard]] constexpr wgpu::PresentMode selectPresentMode(size_t availablePresentModesCount,
wgpu::PresentMode const* availablePresentModes) {
// Verify that our chosen present mode is supported. In practice all devices support the FIFO
// mode, but we check for it anyway for completeness. (and to avoid validation warnings)
@@ -133,7 +151,7 @@ wgpu::PresentMode selectPresentMode(size_t availablePresentModesCount,
return desiredPresentMode;
}
wgpu::CompositeAlphaMode selectAlphaMode(size_t availableAlphaModesCount,
[[nodiscard]] constexpr wgpu::CompositeAlphaMode selectAlphaMode(size_t availableAlphaModesCount,
wgpu::CompositeAlphaMode const* availableAlphaModes) {
bool autoAvailable = false;
bool inheritAvailable = false;
@@ -204,13 +222,58 @@ void initConfig(wgpu::SurfaceConfiguration& config, wgpu::Device const& device,
config.alphaMode = selectAlphaMode(capabilities.alphaModeCount, capabilities.alphaModes);
}
[[nodiscard]] wgpu::Texture createDepthTexture(wgpu::Device const& device,
wgpu::Extent2D const& extent, wgpu::TextureFormat depthFormat) {
wgpu::TextureDescriptor descriptor{ .label = "depth_texture",
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment,
.dimension = wgpu::TextureDimension::e2D,
.size = { .width = extent.width, .height = extent.height, .depthOrArrayLayers = 1 },
.format = depthFormat,
.mipLevelCount = 1,
.sampleCount = 1,
.viewFormatCount = 1,
.viewFormats = &depthFormat
};
wgpu::Texture depthTexture = device.CreateTexture(&descriptor);
FILAMENT_CHECK_POSTCONDITION(depthTexture) << "Failed to create depth texture with width "
<< extent.width << " and height " << extent.height;
return depthTexture;
}
[[nodiscard]] wgpu::TextureView createDepthTextureView(wgpu::Texture const& depthTexture,
wgpu::TextureFormat depthFormat, bool needStencil) {
wgpu::TextureViewDescriptor descriptor{
.label = "depth_texture_view",
.format = depthFormat,
.dimension = wgpu::TextureViewDimension::e2D,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
.aspect = wgpu::TextureAspect::DepthOnly,
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment
};
if (needStencil) {
descriptor.aspect = wgpu::TextureAspect::All;
}
wgpu::TextureView depthTextureView = depthTexture.CreateView(&descriptor);
FILAMENT_CHECK_POSTCONDITION(depthTextureView) << "Failed to create depth texture view";
return depthTextureView;
}
}// namespace
namespace filament::backend {
WebGPUSwapChain::WebGPUSwapChain(wgpu::Surface&& surface, wgpu::Extent2D const& surfaceSize,
wgpu::Adapter& adapter, wgpu::Device& device, uint64_t flags)
: mSurface(surface) {
wgpu::Adapter const& adapter, wgpu::Device const& device, uint64_t flags)
: mDevice(device),
mSurface(surface),
mNeedStencil((flags & SWAP_CHAIN_HAS_STENCIL_BUFFER) != 0),
mDepthFormat(selectDepthFormat(device.HasFeature(wgpu::FeatureName::Depth32FloatStencil8),
mNeedStencil)),
mDepthTexture(createDepthTexture(device, surfaceSize, mDepthFormat)),
mDepthTextureView(createDepthTextureView(mDepthTexture, mDepthFormat, mNeedStencil)) {
wgpu::SurfaceCapabilities capabilities = {};
if (!mSurface.GetCapabilities(adapter, &capabilities)) {
FWGPU_LOGW << "Failed to get WebGPU surface capabilities" << utils::io::endl;
@@ -221,12 +284,13 @@ WebGPUSwapChain::WebGPUSwapChain(wgpu::Surface&& surface, wgpu::Extent2D const&
}
const bool useSRGBColorSpace = (flags & SWAP_CHAIN_CONFIG_SRGB_COLORSPACE) != 0;
initConfig(mConfig, device, capabilities, surfaceSize, useSRGBColorSpace);
#if FWGPU_ENABLED(FWGPU_PRINT_SYSTEM)
printSurfaceConfiguration(mConfig, mDepthFormat);
#endif
mSurface.Configure(&mConfig);
}
WebGPUSwapChain::~WebGPUSwapChain() {
mSurface.Unconfigure();
}
WebGPUSwapChain::~WebGPUSwapChain() { mSurface.Unconfigure(); }
void WebGPUSwapChain::setExtent(wgpu::Extent2D const& currentSurfaceSize) {
FILAMENT_CHECK_POSTCONDITION(currentSurfaceSize.width > 0 || currentSurfaceSize.height > 0)
@@ -235,14 +299,16 @@ void WebGPUSwapChain::setExtent(wgpu::Extent2D const& currentSurfaceSize) {
if (mConfig.width != currentSurfaceSize.width || mConfig.height != currentSurfaceSize.height) {
mConfig.width = currentSurfaceSize.width;
mConfig.height = currentSurfaceSize.height;
#if FWGPU_ENABLED(FWGPU_PRINT_SYSTEM)
printSurfaceConfiguration(mConfig);
#endif
FWGPU_LOGD << "Resizing to width " << mConfig.width << " height " << mConfig.height
<< utils::io::endl;
// TODO we may need to ensure no surface texture is flight when we do this. some
#if FWGPU_ENABLED(FWGPU_PRINT_SYSTEM)
printSurfaceConfiguration(mConfig, mDepthFormat);
#endif
// TODO we may need to ensure no surface texture is in flight when we do this. some
// synchronization may be necessary
mSurface.Configure(&mConfig);
mDepthTexture = createDepthTexture(mDevice, currentSurfaceSize, mDepthFormat);
mDepthTextureView = createDepthTextureView(mDepthTexture, mDepthFormat, mNeedStencil);
}
}
@@ -257,7 +323,7 @@ wgpu::TextureView WebGPUSwapChain::getCurrentSurfaceTextureView(
// Create a view for this surface texture
// TODO: review these initiliazations as webgpu pipeline gets mature
wgpu::TextureViewDescriptor textureViewDescriptor = {
.label = "texture_view",
.label = "surface_texture_view",
.format = surfaceTexture.texture.GetFormat(),
.dimension = wgpu::TextureViewDimension::e2D,
.baseMipLevel = 0,
+13 -2
View File
@@ -29,18 +29,29 @@ namespace filament::backend {
class WebGPUSwapChain final : public Platform::SwapChain, HwSwapChain {
public:
WebGPUSwapChain(wgpu::Surface&& surface, wgpu::Extent2D const& surfaceSize,
wgpu::Adapter& adapter, wgpu::Device& device, uint64_t flags);
wgpu::Adapter const& adapter, wgpu::Device const& device, uint64_t flags);
~WebGPUSwapChain();
wgpu::TextureView getCurrentSurfaceTextureView(wgpu::Extent2D const&);
[[nodiscard]] wgpu::TextureFormat getColorFormat() const { return mConfig.format; }
[[nodiscard]] wgpu::TextureFormat getDepthFormat() const { return mDepthFormat; }
[[nodiscard]] wgpu::TextureView getCurrentSurfaceTextureView(wgpu::Extent2D const&);
[[nodiscard]] wgpu::TextureView getDepthTextureView() const { return mDepthTextureView; }
void present();
private:
void setExtent(wgpu::Extent2D const&);
wgpu::Device mDevice = nullptr;
wgpu::Surface mSurface = {};
wgpu::SurfaceConfiguration mConfig = {};
bool mNeedStencil = false;
wgpu::TextureFormat mDepthFormat = wgpu::TextureFormat::Undefined;
wgpu::Texture mDepthTexture = nullptr;
wgpu::TextureView mDepthTextureView = nullptr;
};
} // namespace filament::backend
@@ -98,10 +98,46 @@ wgpu::Adapter WebGPUPlatform::requestAdapter(wgpu::Surface const& surface) {
}
wgpu::Device WebGPUPlatform::requestDevice(wgpu::Adapter const& adapter) {
// TODO consider passing required features and/or limits
// TODO consider passing limits
constexpr std::array optionalFeatures = { wgpu::FeatureName::DepthClipControl,
wgpu::FeatureName::Depth32FloatStencil8, wgpu::FeatureName::CoreFeaturesAndLimits };
constexpr std::array requiredFeatures = { wgpu::FeatureName::TransientAttachments };
wgpu::SupportedFeatures supportedFeatures;
adapter.GetFeatures(&supportedFeatures);
std::vector<wgpu::FeatureName> enabledFeatures;
enabledFeatures.reserve(requiredFeatures.size() + optionalFeatures.size());
std::set_intersection(supportedFeatures.features,
supportedFeatures.features + supportedFeatures.featureCount, requiredFeatures.begin(),
requiredFeatures.end(), std::back_inserter(enabledFeatures));
if (enabledFeatures.size() != requiredFeatures.size()) {
std::vector<wgpu::FeatureName> missingFeatures;
std::set_difference(requiredFeatures.begin(), requiredFeatures.end(),
supportedFeatures.features,
supportedFeatures.features + supportedFeatures.featureCount,
std::back_inserter(missingFeatures));
std::stringstream missingFeaturesStream{};
for (const auto& entry: missingFeatures) {
missingFeaturesStream << std::to_string(static_cast<uint32_t>(entry)) << " ";
}
PANIC_POSTCONDITION("Some required features are not available %s/n",
missingFeaturesStream.str().c_str());
}
std::set_intersection(supportedFeatures.features,
supportedFeatures.features + supportedFeatures.featureCount, optionalFeatures.begin(),
optionalFeatures.end(), std::back_inserter(enabledFeatures));
wgpu::DeviceDescriptor deviceDescriptor{};
deviceDescriptor.label = "graphics_device";
deviceDescriptor.defaultQueue.label = "default_queue";
deviceDescriptor.requiredFeatureCount = enabledFeatures.size();
deviceDescriptor.requiredFeatures = enabledFeatures.data();
deviceDescriptor.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
[](wgpu::Device const&, wgpu::DeviceLostReason const& reason,
wgpu::StringView message) {
+24 -6
View File
@@ -45,6 +45,7 @@ namespace test {
Backend BackendTest::sBackend = Backend::NOOP;
OperatingSystem BackendTest::sOperatingSystem = OperatingSystem::OTHER;
bool BackendTest::sIsMobilePlatform = false;
std::vector<std::string> BackendTest::sFailedImages;
void BackendTest::init(Backend backend, OperatingSystem operatingSystem, bool isMobilePlatform) {
sBackend = backend;
@@ -63,11 +64,12 @@ BackendTest::~BackendTest() {
flushAndWait();
mImageExpectations->evaluate();
// Note: Don't terminate the driver for OpenGL, as it wipes away the context and removes the buffer from the screen.
if (sBackend == Backend::OPENGL) {
return;
if (sBackend != Backend::OPENGL) {
driver->terminate();
delete driver;
}
driver->terminate();
delete driver;
recordFailedImages();
}
void BackendTest::initializeDriver() {
@@ -167,8 +169,24 @@ bool BackendTest::matchesEnvironment(OperatingSystem operatingSystem) {
return sOperatingSystem == operatingSystem;
}
bool BackendTest::matchesEnvironment(OperatingSystem operatingSystem, Backend backend) {
return matchesEnvironment(operatingSystem) && matchesEnvironment(backend);
void BackendTest::markImageAsFailure(std::string failedImageName) {
sFailedImages.emplace_back(std::move(failedImageName));
}
void BackendTest::recordFailedImages() {
if (!sFailedImages.empty()) {
std::string failedImages;
for (auto& failedTestImageName: sFailedImages) {
if (failedImages.empty()) {
failedImages = failedTestImageName;
} else {
failedImages.append(",");
failedImages.append(failedTestImageName);
}
}
RecordProperty("FailedImages", failedImages);
}
sFailedImages.clear();
}
class Environment : public ::testing::Environment {
+9 -1
View File
@@ -38,6 +38,9 @@ public:
static OperatingSystem sOperatingSystem;
static bool sIsMobilePlatform;
// Takes the name of the image that wasn't correct, without the .png suffix
static void markImageAsFailure(std::string failedImageName);
protected:
BackendTest();
@@ -73,8 +76,13 @@ protected:
static bool matchesEnvironment(Backend backend);
static bool matchesEnvironment(OperatingSystem operatingSystem);
static bool matchesEnvironment(OperatingSystem operatingSystem, Backend backend);
private:
// Adds all the images that failed an ImageExpectation to the XML metadata for the current tests
// case. Add --gtest_output=xml as a command line argument to generate a test_detail.xml file in
// the directory where the tests are run.
static void recordFailedImages();
static std::vector<std::string> sFailedImages;
filament::backend::Driver* driver = nullptr;
filament::backend::CommandBufferQueue commandBufferQueue;
+53 -9
View File
@@ -21,6 +21,7 @@
#include "utils/Hash.h"
#include <fstream>
#include "BackendTest.h"
#include "backend/PixelBufferDescriptor.h"
#include "private/backend/DriverApi.h"
@@ -32,10 +33,13 @@
#endif
namespace test {
ScreenshotParams::ScreenshotParams(int width, int height, std::string fileName,
uint32_t expectedHash)
uint32_t expectedHash, bool isSrgb)
: mWidth(width),
mHeight(height),
mIsSrgb(isSrgb),
mExpectedPixelHash(expectedHash),
mFileName(std::move(fileName)) {}
@@ -47,6 +51,10 @@ int ScreenshotParams::height() const {
return mHeight;
}
bool ScreenshotParams::isSrgb() const {
return mIsSrgb;
}
uint32_t ScreenshotParams::expectedHash() const {
return mExpectedPixelHash;
}
@@ -75,6 +83,10 @@ std::string ScreenshotParams::expectedFilePath() const {
return absl::StrFormat("%s/%s", expectedDirectoryPath(), expectedFileName());
}
const std::string ScreenshotParams::filePrefix() const {
return mFileName;
}
ImageExpectation::ImageExpectation(const char* fileName, int lineNumber,
filament::backend::DriverApi& api, ScreenshotParams params,
filament::backend::RenderTargetHandle renderTarget)
@@ -108,7 +120,11 @@ void ImageExpectation::compareImage() const {
#ifndef FILAMENT_IOS
LoadedPng loadedImage(mParams.expectedFilePath());
uint32_t loadedImageHash = loadedImage.hash();
EXPECT_THAT(actualHash, testing::Eq(loadedImageHash)) << mParams.expectedFileName();
auto compareToImageMatcher = testing::Eq(loadedImageHash);
if (!testing::Matches(compareToImageMatcher)(actualHash)) {
BackendTest::markImageAsFailure(mParams.filePrefix());
}
EXPECT_THAT(actualHash, compareToImageMatcher) << mParams.expectedFileName();
#endif
// For builds that can't load PNGs (currently iOS only) use the expected hash.
EXPECT_THAT(actualHash, testing::Eq(mParams.expectedHash())) << mParams.expectedFileName();
@@ -147,13 +163,25 @@ RenderTargetDump::RenderTargetDump(filament::backend::DriverApi& api,
auto* internal = static_cast<RenderTargetDump::Internal*>(user);
internal->bytesFilled = true;
#ifndef FILAMENT_IOS
image::LinearImage image(internal->params.width(), internal->params.width(), 4);
image = image::toLinearWithAlpha<uint8_t>(internal->params.width(),
internal->params.height(),
internal->params.width() * 4, (uint8_t*)buffer);
image::LinearImage image;
if (internal->params.isSrgb()) {
image = image::toLinearWithAlpha<uint8_t>(internal->params.width(),
internal->params.height(),
internal->params.width() * 4, (uint8_t*)buffer);
} else {
// The image data is already linear, so pass in transforms that simply go from uint8_t
// to float. toLinearWithAlpha divides the float values by uint8_t max so there's no
// need to scale it to [0, 1]
image = image::toLinearWithAlpha<uint8_t>(
internal->params.width(), internal->params.height(),
internal->params.width() * 4, (uint8_t*) buffer,
[](uint8_t value) -> float { return value; },
[](filament::math::float4 rgba) -> filament::math::float4 { return rgba; });
}
std::string filePath = internal->params.actualFilePath();
std::ofstream pngStream(filePath, std::ios::binary | std::ios::trunc);
image::ImageEncoder::encode(pngStream, image::ImageEncoder::Format::PNG, image, "",
// To avoid going from linear -> sRGB -> linear save the PNG as linear.
image::ImageEncoder::encode(pngStream, image::ImageEncoder::Format::PNG_LINEAR, image, "",
filePath);
#endif
};
@@ -175,8 +203,16 @@ RenderTargetDump::~RenderTargetDump() {
}
}
uint32_t RenderTargetDump::Internal::hash() const {
return utils::hash::murmur3((uint32_t*)bytes.data(), bytes.size() / 4, 0);
}
uint32_t RenderTargetDump::hash() const {
return utils::hash::murmur3((uint32_t*)mInternal->bytes.data(), mInternal->bytes.size() / 4, 0);
return mInternal->hash();
}
const std::vector<unsigned char>& RenderTargetDump::bytes() const {
return mInternal->bytes;
}
bool RenderTargetDump::bytesFilled() const {
@@ -204,9 +240,17 @@ LoadedPng::LoadedPng(std::string filePath) : mFilePath(std::move(filePath)) {
uint32_t LoadedPng::hash() const {
EXPECT_THAT(mBytes, testing::Not(testing::IsEmpty()))
<< "Failed to load expected test result: " << mFilePath;
<< "Failed to load expected test result: " << mFilePath << ".\n"
<< "Did you forget to sync CMake after updating the expected image in the source "
"directory?";
if (mBytes.empty()) {
return 0;
}
return utils::hash::murmur3((uint32_t*)mBytes.data(), mBytes.size() / 4, 0);
}
const std::vector<unsigned char>& LoadedPng::bytes() const {
return mBytes;
}
} // namespace test
+19 -1
View File
@@ -35,15 +35,19 @@ do { \
screenshotParams); \
} while (0)
namespace test {
/**
* Stores user-provided configuration values for an image expectation
*/
class ScreenshotParams {
public:
ScreenshotParams(int width, int height, std::string fileName, uint32_t expectedPixelHash);
ScreenshotParams(int width, int height, std::string fileName, uint32_t expectedPixelHash,
bool isSrgb = false);
int width() const;
int height() const;
bool isSrgb() const;
uint32_t expectedHash() const;
static std::string actualDirectoryPath();
@@ -52,10 +56,12 @@ public:
static std::string expectedDirectoryPath();
std::string expectedFileName() const;
std::string expectedFilePath() const;
const std::string filePrefix() const;
private:
int mWidth;
int mHeight;
bool mIsSrgb;
uint32_t mExpectedPixelHash;
std::string mFileName;
};
@@ -79,6 +85,12 @@ public:
* @return The hash of the stored bytes.
*/
uint32_t hash() const;
/**
* Gets the bytes of the render target. The hash should usually be preferable for comparisons
* but this is available for debugging.
* @return The stored bytes.
*/
const std::vector<unsigned char>& bytes() const;
/**
* Thread safe as this is backed by an atomic.
* Once this returns true it will never return false.
@@ -92,6 +104,8 @@ private:
ScreenshotParams params;
std::atomic<bool> bytesFilled = false;
std::vector<unsigned char> bytes;
uint32_t hash() const;
};
// We need a memory location that won't be invalidated to pass to GPU callbacks as they can't
@@ -105,6 +119,8 @@ public:
uint32_t hash() const;
const std::vector<unsigned char>& bytes() const;
private:
std::string mFilePath;
std::vector<unsigned char> mBytes;
@@ -146,4 +162,6 @@ private:
std::vector<std::unique_ptr<ImageExpectation>> mExpectations;
};
} // namespace test
#endif //TNT_IMAGE_EXPECTATIONS_H
+4
View File
@@ -21,6 +21,9 @@
#include <functional>
#include <optional>
#include "gtest/gtest.h"
#include "gmock/gmock.h"
#include "backend/Handle.h"
#include "backend/DriverApiForward.h"
#include "BackendTest.h"
@@ -71,6 +74,7 @@ private:
template <typename HandleType>
filament::backend::Handle<HandleType> Cleanup::add(filament::backend::Handle<HandleType> handle) {
EXPECT_THAT(handle, ::testing::IsTrue()) << "Added a null handle to clean up.";
addInternal(handle);
return handle;
}
+11 -4
View File
@@ -34,7 +34,7 @@ Shader::Shader(DriverApi& api, Cleanup& cleanup, ShaderConfig config) : mCleanup
// This assumes that the uniforms will all be in a single descriptor set at index 1.
// If there are shaders with uniforms in other sets then ShaderConfig will need to be expanded
// to accommodate that.
size_t kDescriptorSetIndex = 1;
size_t kDescriptorSetIndex = 0;
filamat::DescriptorSets descriptors;
descriptors[kDescriptorSetIndex] = filamat::DescriptorSetInfo(config.uniforms.size());
for (unsigned char i = 0; i < config.uniforms.size(); ++i) {
@@ -52,11 +52,13 @@ Shader::Shader(DriverApi& api, Cleanup& cleanup, ShaderConfig config) : mCleanup
config.uniforms[i].name,
config.uniforms[i].type.value_or(DescriptorType::UNIFORM_BUFFER), i };
}
prog.descriptorBindings(1, bindingsInfo);
prog.descriptorBindings(0, bindingsInfo);
mProgram = cleanup.add(api.createProgram(std::move(prog)));
mDescriptorSetLayout = cleanup.add(
api.createDescriptorSetLayout(DescriptorSetLayout{ kLayouts }));
if (!kLayouts.empty()) {
mDescriptorSetLayout =
cleanup.add(api.createDescriptorSetLayout(DescriptorSetLayout{ .bindings = kLayouts }));
}
}
filament::backend::DescriptorSetHandle Shader::createDescriptorSet(DriverApi& api) const {
@@ -64,10 +66,15 @@ filament::backend::DescriptorSetHandle Shader::createDescriptorSet(DriverApi& ap
}
filament::backend::ProgramHandle Shader::getProgram() const {
assert(mProgram);
EXPECT_THAT(mProgram, ::testing::IsTrue())
<< "Shader program accessed despite being null.";
return mProgram;
}
filament::backend::DescriptorSetLayoutHandle Shader::getDescriptorSetLayout() const {
EXPECT_THAT(mDescriptorSetLayout, ::testing::IsTrue())
<< "Shader descriptor set layout accessed despite being null.";
return mDescriptorSetLayout;
}
+2 -1
View File
@@ -96,6 +96,7 @@ public:
protected:
Cleanup& mCleanup;
filament::backend::ProgramHandle mProgram;
// This will be a null handle if there are no uniforms.
filament::backend::DescriptorSetLayoutHandle mDescriptorSetLayout;
};
@@ -106,7 +107,7 @@ ResolvedUniformBindingConfig UniformBindingConfig::resolve() {
.dataSize = resolvedDataSize,
.bufferSize = bufferSize.value_or(resolvedDataSize),
.byteOffset = byteOffset.value_or(0),
.set = set.value_or(1),
.set = set.value_or(0),
.binding = binding.value_or(0),
.descriptorSet = descriptorSet
};
@@ -17,7 +17,6 @@
#include "ShaderGenerator.h"
#include <GlslangToSpv.h>
#include <SPVRemapper.h>
#include <spirv_glsl.hpp>
#include <spirv_msl.hpp>

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