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@@ -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 >> $GITHUB_ENV
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
name: 'Linux Preqrequisites'
|
||||||
|
runs:
|
||||||
|
using: "composite"
|
||||||
|
steps:
|
||||||
|
- uses: ./.github/actions/dep-versions
|
||||||
|
- name: Install Linux Prerequisites
|
||||||
|
shell: bash
|
||||||
|
run: |
|
||||||
|
set -xe
|
||||||
|
# See https://askubuntu.com/questions/272248/processing-triggers-for-man-db/1476024#1476024
|
||||||
|
echo "set man-db/auto-update false" | sudo debconf-communicate
|
||||||
|
sudo dpkg-reconfigure man-db
|
||||||
|
|
||||||
|
# Install ninja
|
||||||
|
source ./build/common/get-ninja.sh
|
||||||
|
|
||||||
|
# Install CMake
|
||||||
|
mkdir -p cmake
|
||||||
|
cd cmake
|
||||||
|
|
||||||
|
sudo wget https://github.com/Kitware/CMake/releases/download/v$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
|
||||||
@@ -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
|
||||||
@@ -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
|
||||||
@@ -16,6 +16,9 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- name: Run Android Continuous
|
- name: Run Android Continuous
|
||||||
uses: ./.github/actions/android-continuous
|
uses: ./.github/actions/android-continuous
|
||||||
with:
|
with:
|
||||||
|
|||||||
@@ -14,6 +14,9 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/ios && printf "y" | ./build.sh continuous
|
cd build/ios && printf "y" | ./build.sh continuous
|
||||||
|
|||||||
@@ -14,6 +14,9 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/linux && printf "y" | ./build.sh continuous
|
cd build/linux && printf "y" | ./build.sh continuous
|
||||||
|
|||||||
@@ -14,6 +14,9 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/mac && printf "y" | ./build.sh continuous
|
cd build/mac && printf "y" | ./build.sh continuous
|
||||||
@@ -23,4 +26,4 @@ jobs:
|
|||||||
path: out/filament-release-darwin.tgz
|
path: out/filament-release-darwin.tgz
|
||||||
- name: Check public headers
|
- name: Check public headers
|
||||||
run: |
|
run: |
|
||||||
build/common/check-headers.sh out/release/filament/include
|
test/check-headers/test.sh out/release/filament/include
|
||||||
|
|||||||
@@ -9,22 +9,32 @@ on:
|
|||||||
- main
|
- main
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build-desktop:
|
build-desktop-mac:
|
||||||
name: build-desktop
|
name: build-mac
|
||||||
runs-on: ${{ matrix.os }}
|
runs-on: macos-14-xlarge
|
||||||
|
|
||||||
strategy:
|
|
||||||
matrix:
|
|
||||||
os: [macos-14-xlarge, ubuntu-22.04-16core]
|
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 0
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
|
cd build/mac && printf "y" | ./build.sh presubmit
|
||||||
cd build/$WORKFLOW_OS && 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
|
- name: Test material parser
|
||||||
run: |
|
run: |
|
||||||
out/cmake-release/filament/test/test_material_parser
|
out/cmake-release/filament/test/test_material_parser
|
||||||
@@ -35,6 +45,8 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
build\windows\build-github.bat presubmit
|
build\windows\build-github.bat presubmit
|
||||||
@@ -48,6 +60,7 @@ jobs:
|
|||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 0
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- uses: actions/setup-java@v3
|
- uses: actions/setup-java@v3
|
||||||
with:
|
with:
|
||||||
distribution: 'temurin'
|
distribution: 'temurin'
|
||||||
@@ -66,6 +79,7 @@ jobs:
|
|||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 0
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/ios && printf "y" | ./build.sh presubmit
|
cd build/ios && printf "y" | ./build.sh presubmit
|
||||||
@@ -79,6 +93,10 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
|
- uses: ./.github/actions/web-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/web && printf "y" | ./build.sh presubmit
|
cd build/web && printf "y" | ./build.sh presubmit
|
||||||
@@ -101,30 +119,22 @@ jobs:
|
|||||||
runs-on: macos-14-xlarge
|
runs-on: macos-14-xlarge
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- 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:
|
with:
|
||||||
python-version: '3.x'
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Cache Mesa and deps
|
- name: Cache Mesa and deps
|
||||||
id: mesa-cache
|
id: mesa-cache
|
||||||
uses: actions/cache@v4 # Use a specific version
|
uses: actions/cache@v4
|
||||||
with:
|
with:
|
||||||
path: |
|
path: mesa
|
||||||
$HOME/Library/Caches/Homebrew
|
key: ${{ runner.os }}-mesa-deps-2-${{ vars.MESA_VERSION }}
|
||||||
mesa
|
- name: Prerequisites
|
||||||
key: ${{ runner.os }}-mesa-deps-${{ vars.MESA_VERSION }}
|
id: prereqs
|
||||||
- name: Get Mesa
|
|
||||||
id: mesa-prereq
|
|
||||||
env:
|
|
||||||
MESA_VERSION: ${{ vars.MESA_VERSION }}
|
|
||||||
run: |
|
run: |
|
||||||
bash test/utils/get_mesa.sh
|
bash build/common/get-mesa.sh
|
||||||
|
pip install tifffile numpy
|
||||||
- name: Run Test
|
- name: Run Test
|
||||||
run: |
|
run: bash test/renderdiff/test.sh
|
||||||
bash test/renderdiff/test.sh
|
|
||||||
- uses: actions/upload-artifact@v4
|
- uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: presubmit-renderdiff-result
|
name: presubmit-renderdiff-result
|
||||||
@@ -133,38 +143,33 @@ jobs:
|
|||||||
validate-wgsl-webgpu:
|
validate-wgsl-webgpu:
|
||||||
name: validate-wgsl-webgpu
|
name: validate-wgsl-webgpu
|
||||||
runs-on: 'ubuntu-24.04-8core'
|
runs-on: 'ubuntu-24.04-8core'
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- name: Run build script
|
- 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
|
- name: Run test
|
||||||
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
|
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
|
||||||
|
|
||||||
code-correcteness:
|
test-code-correctness:
|
||||||
name: code-correctness
|
name: test-code-correctness
|
||||||
runs-on: 'macos-14-xlarge'
|
runs-on: 'macos-14-xlarge'
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
fetch-depth: 0
|
fetch-depth: 0
|
||||||
- name: Set up Homebrew
|
- uses: ./.github/actions/mac-prereq
|
||||||
id: set-up-homebrew
|
- name: Install clang-tidy and deps
|
||||||
uses: Homebrew/actions/setup-homebrew@master
|
|
||||||
- name: Set up Python
|
|
||||||
uses: actions/setup-python@v5
|
|
||||||
with:
|
|
||||||
python-version: '3.x'
|
|
||||||
- name: Install prerequisites
|
|
||||||
run: |
|
run: |
|
||||||
pip install pyyaml
|
pip install pyyaml
|
||||||
brew install llvm
|
brew install llvm@${GITHUB_LLVM_VERSION}
|
||||||
sudo ln -s "$(brew --prefix llvm)/bin/clang-tidy" "/usr/local/bin/clang-tidy"
|
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
# We need to build before clang-tidy can run analysis
|
# We need to build before clang-tidy can run analysis
|
||||||
run: |
|
run: |
|
||||||
# This will build for all three desktop backends on mac
|
# This will build for all three desktop backends on mac
|
||||||
./build.sh -p desktop debug gltf_viewer
|
./build.sh -p desktop debug gltf_viewer
|
||||||
- name: Run test
|
- name: Run test
|
||||||
run: |
|
run: bash test/code-correctness/test.sh
|
||||||
bash test/code-correctness/test.sh
|
|
||||||
|
|||||||
@@ -29,15 +29,11 @@ on:
|
|||||||
types: [created]
|
types: [created]
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build-desktop:
|
build-linux:
|
||||||
name: build-desktop
|
name: build-linux
|
||||||
runs-on: ${{ matrix.os }}
|
runs-on: ubuntu-22.04-32core
|
||||||
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
|
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
|
||||||
|
|
||||||
strategy:
|
|
||||||
matrix:
|
|
||||||
os: [macos-14-xlarge, ubuntu-22.04-32core]
|
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- name: Decide Git ref
|
- name: Decide Git ref
|
||||||
id: git_ref
|
id: git_ref
|
||||||
@@ -49,15 +45,48 @@ jobs:
|
|||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
ref: ${{ steps.git_ref.outputs.ref }}
|
ref: ${{ steps.git_ref.outputs.ref }}
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
env:
|
env:
|
||||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
run: |
|
run: |
|
||||||
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
|
cd build/linux && printf "y" | ./build.sh release
|
||||||
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
|
|
||||||
cd ../..
|
cd ../..
|
||||||
if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
|
mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz
|
||||||
if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
|
- uses: actions/github-script@v6
|
||||||
|
env:
|
||||||
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
|
with:
|
||||||
|
script: |
|
||||||
|
const upload = require('./build/common/upload-release-assets');
|
||||||
|
const { TAG } = process.env;
|
||||||
|
const globber = await glob.create('out/*.tgz');
|
||||||
|
await upload({ github, context }, await globber.glob(), TAG);
|
||||||
|
|
||||||
|
build-mac:
|
||||||
|
name: build-mac
|
||||||
|
runs-on: macos-14-xlarge
|
||||||
|
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Decide Git ref
|
||||||
|
id: git_ref
|
||||||
|
run: |
|
||||||
|
REF=${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
|
- uses: actions/github-script@v6
|
||||||
env:
|
env:
|
||||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
@@ -84,6 +113,8 @@ jobs:
|
|||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
ref: ${{ steps.git_ref.outputs.ref }}
|
ref: ${{ steps.git_ref.outputs.ref }}
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
|
- uses: ./.github/actions/web-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
env:
|
env:
|
||||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
@@ -121,6 +152,7 @@ jobs:
|
|||||||
with:
|
with:
|
||||||
distribution: 'temurin'
|
distribution: 'temurin'
|
||||||
java-version: '17'
|
java-version: '17'
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
env:
|
env:
|
||||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
@@ -131,6 +163,9 @@ jobs:
|
|||||||
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
|
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
|
||||||
mv out/gltfio-android-release.aar out/gltfio-${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
|
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
|
- name: Sign sample-gltf-viewer
|
||||||
run: |
|
run: |
|
||||||
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
|
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
|
||||||
@@ -152,7 +187,7 @@ jobs:
|
|||||||
script: |
|
script: |
|
||||||
const upload = require('./build/common/upload-release-assets');
|
const upload = require('./build/common/upload-release-assets');
|
||||||
const { TAG } = process.env;
|
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);
|
await upload({ github, context }, await globber.glob(), TAG);
|
||||||
|
|
||||||
build-ios:
|
build-ios:
|
||||||
@@ -171,6 +206,7 @@ jobs:
|
|||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
with:
|
with:
|
||||||
ref: ${{ steps.git_ref.outputs.ref }}
|
ref: ${{ steps.git_ref.outputs.ref }}
|
||||||
|
- uses: ./.github/actions/mac-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
env:
|
env:
|
||||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||||
|
|||||||
@@ -14,6 +14,10 @@ jobs:
|
|||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4.1.6
|
- uses: actions/checkout@v4.1.6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
- uses: ./.github/actions/linux-prereq
|
||||||
|
- uses: ./.github/actions/web-prereq
|
||||||
- name: Run build script
|
- name: Run build script
|
||||||
run: |
|
run: |
|
||||||
cd build/web && printf "y" | ./build.sh continuous
|
cd build/web && printf "y" | ./build.sh continuous
|
||||||
|
|||||||
@@ -363,6 +363,8 @@ python ./emsdk.py activate latest
|
|||||||
source ./emsdk_env.sh
|
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:
|
After this you can invoke the [easy build](#easy-build) script as follows:
|
||||||
|
|
||||||
```shell
|
```shell
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ repositories {
|
|||||||
}
|
}
|
||||||
|
|
||||||
dependencies {
|
dependencies {
|
||||||
implementation 'com.google.android.filament:filament-android:1.59.3'
|
implementation 'com.google.android.filament:filament-android:1.60.1'
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
@@ -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:
|
iOS projects can use CocoaPods to install the latest release:
|
||||||
|
|
||||||
```shell
|
```shell
|
||||||
pod 'Filament', '~> 1.59.3'
|
pod 'Filament', '~> 1.60.1'
|
||||||
```
|
```
|
||||||
|
|
||||||
## Documentation
|
## Documentation
|
||||||
|
|||||||
@@ -7,6 +7,25 @@ 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
|
Instead, if you are authoring a PR for the main branch, add your release note to
|
||||||
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
|
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
|
||||||
|
|
||||||
|
## v1.61.0
|
||||||
|
|
||||||
|
- materials: sampler now export their type in the material binary [⚠️ **New Material Version**]
|
||||||
|
- samples/texturedquad.cpp now has CLI to select backend api
|
||||||
|
- samples/hellopbr.cpp CLI now allows for selecting webgpu
|
||||||
|
|
||||||
|
## 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
|
## v1.59.4
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1801,6 +1801,22 @@ public class View {
|
|||||||
* @see setAmbientOcclusionOptions()
|
* @see setAmbientOcclusionOptions()
|
||||||
*/
|
*/
|
||||||
public static class AmbientOcclusionOptions {
|
public static class AmbientOcclusionOptions {
|
||||||
|
public enum AmbientOcclusionType {
|
||||||
|
/**
|
||||||
|
* use Scalable Ambient Occlusion
|
||||||
|
*/
|
||||||
|
SAO,
|
||||||
|
/**
|
||||||
|
* use Ground Truth-Based Ambient Occlusion
|
||||||
|
*/
|
||||||
|
GTAO,
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Type of ambient occlusion algorithm.
|
||||||
|
*/
|
||||||
|
@NonNull
|
||||||
|
public AmbientOcclusionOptions.AmbientOcclusionType aoType = AmbientOcclusionOptions.AmbientOcclusionType.SAO;
|
||||||
/**
|
/**
|
||||||
* Ambient Occlusion radius in meters, between 0 and ~10.
|
* Ambient Occlusion radius in meters, between 0 and ~10.
|
||||||
*/
|
*/
|
||||||
@@ -1810,7 +1826,8 @@ public class View {
|
|||||||
*/
|
*/
|
||||||
public float power = 1.0f;
|
public float power = 1.0f;
|
||||||
/**
|
/**
|
||||||
* Self-occlusion bias in meters. Use to avoid self-occlusion. Between 0 and a few mm.
|
* Self-occlusion bias in meters. Use to avoid self-occlusion.
|
||||||
|
* Between 0 and a few mm. No effect when aoType set to GTAO
|
||||||
*/
|
*/
|
||||||
public float bias = 0.0005f;
|
public float bias = 0.0005f;
|
||||||
/**
|
/**
|
||||||
@@ -1826,12 +1843,12 @@ public class View {
|
|||||||
*/
|
*/
|
||||||
public float bilateralThreshold = 0.05f;
|
public float bilateralThreshold = 0.05f;
|
||||||
/**
|
/**
|
||||||
* affects # of samples used for AO.
|
* affects # of samples used for AO and params for filtering
|
||||||
*/
|
*/
|
||||||
@NonNull
|
@NonNull
|
||||||
public QualityLevel quality = QualityLevel.LOW;
|
public QualityLevel quality = QualityLevel.LOW;
|
||||||
/**
|
/**
|
||||||
* affects AO smoothness
|
* affects AO smoothness. Recommend setting to HIGH when aoType set to GTAO.
|
||||||
*/
|
*/
|
||||||
@NonNull
|
@NonNull
|
||||||
public QualityLevel lowPassFilter = QualityLevel.MEDIUM;
|
public QualityLevel lowPassFilter = QualityLevel.MEDIUM;
|
||||||
@@ -1849,7 +1866,7 @@ public class View {
|
|||||||
*/
|
*/
|
||||||
public boolean bentNormals = false;
|
public boolean bentNormals = false;
|
||||||
/**
|
/**
|
||||||
* min angle in radian to consider
|
* min angle in radian to consider. No effect when aoType set to GTAO.
|
||||||
*/
|
*/
|
||||||
public float minHorizonAngleRad = 0.0f;
|
public float minHorizonAngleRad = 0.0f;
|
||||||
/**
|
/**
|
||||||
@@ -1904,6 +1921,19 @@ public class View {
|
|||||||
*/
|
*/
|
||||||
public boolean ssctEnabled = false;
|
public boolean ssctEnabled = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||||
|
*/
|
||||||
|
public int gtaoSampleSliceCount = 4;
|
||||||
|
/**
|
||||||
|
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||||
|
*/
|
||||||
|
public int gtaoSampleStepsPerSlice = 3;
|
||||||
|
/**
|
||||||
|
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||||
|
*/
|
||||||
|
public float gtaoThicknessHeuristic = 0.004f;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -1980,7 +2010,7 @@ 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;
|
public float filterWidth = 1.0f;
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
GROUP=com.google.android.filament
|
GROUP=com.google.android.filament
|
||||||
VERSION_NAME=1.59.3
|
VERSION_NAME=1.60.1
|
||||||
|
|
||||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
# 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
|
# Requirements
|
||||||
CMAKE_MAJOR=3
|
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"
|
echo "Error: Android NDK side-by-side version ${FILAMENT_NDK_VERSION} or compatible must be installed, exiting"
|
||||||
exit 1
|
exit 1
|
||||||
fi
|
fi
|
||||||
|
|
||||||
local cmake_version=$(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 {
|
function build_android {
|
||||||
|
|||||||
+7
-37
@@ -1,28 +1,6 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Usage: the first argument selects the build type:
|
source `dirname $0`/../common/ci-check.sh
|
||||||
# - release, to build release only
|
|
||||||
# - debug, to build debug only
|
|
||||||
# - continuous, to build release and debug
|
|
||||||
# - presubmit, for presubmit builds
|
|
||||||
#
|
|
||||||
# The default is release
|
|
||||||
|
|
||||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
|
||||||
echo "Please refer to BUILDING.md for more information."
|
|
||||||
|
|
||||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
|
||||||
case "${choice}" in
|
|
||||||
y|Y)
|
|
||||||
echo "Build will proceed..."
|
|
||||||
;;
|
|
||||||
n|N)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
*)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
esac
|
|
||||||
|
|
||||||
set -e
|
set -e
|
||||||
set -x
|
set -x
|
||||||
@@ -30,30 +8,22 @@ set -x
|
|||||||
UNAME=`echo $(uname)`
|
UNAME=`echo $(uname)`
|
||||||
LC_UNAME=`echo $UNAME | tr '[:upper:]' '[:lower:]'`
|
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
|
source `dirname $0`/../common/build-common.sh
|
||||||
|
|
||||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||||
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
|
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
|
||||||
if [[ "$java_version" < 17 ]]; then
|
if [[ "$java_version" < 17 ]]; then
|
||||||
echo "Android builds require Java 17, found version ${java_version} instead"
|
echo "Android builds require Java 17, found version ${java_version} instead"
|
||||||
exit 0
|
exit 1
|
||||||
fi
|
fi
|
||||||
fi
|
fi
|
||||||
|
|
||||||
# Unless explicitly specified, NDK version will be set to match exactly the required one
|
# Unless explicitly specified, NDK version will be set to match exactly the required one
|
||||||
FILAMENT_NDK_VERSION=${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 ${FILAMENT_NDK_VERSION} and not found in android/build.gradle" &&
|
||||||
|
exit 1
|
||||||
|
|
||||||
# Install the required NDK version specifically (if not present)
|
# Install the required NDK version specifically (if not present)
|
||||||
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
|
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
|
||||||
|
|||||||
@@ -1 +0,0 @@
|
|||||||
27.0.11718014
|
|
||||||
@@ -1,5 +1,20 @@
|
|||||||
#!/bin/bash
|
#!/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 [[ ! "$TARGET" ]]; then
|
||||||
if [[ "$1" ]]; then
|
if [[ "$1" ]]; then
|
||||||
TARGET=$1
|
TARGET=$1
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||||
|
echo "Please refer to BUILDING.md for more information."
|
||||||
|
|
||||||
|
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||||
|
case "${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: $GITHUB_ACTION)"
|
||||||
|
fi
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
#!/bin/bash
|
|
||||||
|
|
||||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
|
||||||
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
|
|
||||||
CONTINUOUS_INTEGRATION=true
|
|
||||||
fi
|
|
||||||
Executable
+22
@@ -0,0 +1,22 @@
|
|||||||
|
#!/bin/bash
|
||||||
|
|
||||||
|
if [ -d "./emsdk" ]; then
|
||||||
|
echo "emsdk folder found. Assume emsdk has been installed."
|
||||||
|
cd emsdk
|
||||||
|
./emsdk activate latest
|
||||||
|
source ./emsdk_env.sh
|
||||||
|
export EMSDK="$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="$PWD"
|
||||||
|
cd ..
|
||||||
@@ -14,18 +14,18 @@
|
|||||||
|
|
||||||
#!/usr/bin/bash
|
#!/usr/bin/bash
|
||||||
|
|
||||||
set -x
|
set -e
|
||||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||||
set -e
|
set -x
|
||||||
fi
|
fi
|
||||||
|
|
||||||
os_name=$(uname -s)
|
OS_NAME=$(uname -s)
|
||||||
LLVM_VERSION=16
|
LLVM_VERSION=${GITHUB_LLVM_VERSION-16}
|
||||||
MESA_VERSION=${MESA_VERSION-24.2.1}
|
MESA_VERSION=${GITHUB_MESA_VERSION-24.2.1}
|
||||||
ORIG_DIR=$(pwd)
|
ORIG_DIR=$(pwd)
|
||||||
MESA_DIR=${MESA_DIR-${ORIG_DIR}/mesa}
|
MESA_DIR=${MESA_DIR-${ORIG_DIR}/mesa}
|
||||||
|
|
||||||
if [[ "$os_name" == "Linux" ]]; then
|
if [[ "$OS_NAME" == "Linux" ]]; then
|
||||||
sudo apt install python3-venv
|
sudo apt install python3-venv
|
||||||
fi
|
fi
|
||||||
|
|
||||||
@@ -35,14 +35,14 @@ source ${ORIG_DIR}/venv/bin/activate
|
|||||||
|
|
||||||
NEEDED_PYTHON_DEPS=("mako" "setuptools" "pyyaml")
|
NEEDED_PYTHON_DEPS=("mako" "setuptools" "pyyaml")
|
||||||
for cmd in "${NEEDED_PYTHON_DEPS[@]}"; do
|
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}
|
python3 -m pip install ${cmd}
|
||||||
fi
|
fi
|
||||||
done
|
done
|
||||||
deactivate
|
deactivate
|
||||||
|
|
||||||
# Install system deps
|
# Install system deps
|
||||||
if [[ "$os_name" == "Linux" ]]; then
|
if [[ "$OS_NAME" == "Linux" ]]; then
|
||||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||||
# We only want to do this if it is a CI machine.
|
# We only want to do this if it is a CI machine.
|
||||||
sudo apt-get -y remove llvm-*
|
sudo apt-get -y remove llvm-*
|
||||||
@@ -64,18 +64,17 @@ if [[ "$os_name" == "Linux" ]]; then
|
|||||||
sudo apt -y remove llvm-18 llvm-18-* llvm-19 llvm-19-*
|
sudo apt -y remove llvm-18 llvm-18-* llvm-19 llvm-19-*
|
||||||
set -e
|
set -e
|
||||||
CURRENT_CLANG_VERSION=$(clang --version | head -n 1 | awk '{ print $4 }' | awk 'BEGIN { FS="\\." } { print $1 }')
|
CURRENT_CLANG_VERSION=$(clang --version | head -n 1 | awk '{ print $4 }' | awk 'BEGIN { FS="\\." } { print $1 }')
|
||||||
GITHUB_CLANG_VERSION=${GITHUB_CLANG_VERSION:-${CURRENT_CLANG_VERSION}}
|
CLANG_VERSION=${CURRENT_CLANG_VERSION:-${LLVM_VERSION}}
|
||||||
GITHUB_CLANG_VERSION=${GITHUB_CLANG_VERSION:-${LLVM_VERSION}}
|
sudo apt-get -y install clang-${CLANG_VERSION} \
|
||||||
sudo apt-get -y install clang-${GITHUB_CLANG_VERSION} \
|
libc++-${CLANG_VERSION}-dev \
|
||||||
libc++-${GITHUB_CLANG_VERSION}-dev \
|
libc++abi-${CLANG_VERSION}-dev \
|
||||||
libc++abi-${GITHUB_CLANG_VERSION}-dev \
|
|
||||||
llvm-${LLVM_VERSION} \
|
llvm-${LLVM_VERSION} \
|
||||||
llvm-${LLVM_VERSION}-{dev,tools,runtime}
|
llvm-${LLVM_VERSION}-{dev,tools,runtime}
|
||||||
! command -v clang > /dev/null 2>&1 && \
|
! command -v clang > /dev/null 2>&1 && \
|
||||||
sudo ln -s /usr/bin/clang-${GITHUB_CLANG_VERSION} /usr/bin/clang && \
|
sudo ln -s /usr/bin/clang-${CLANG_VERSION} /usr/bin/clang && \
|
||||||
sudo ln -s /usr/bin/clang++-${GITHUB_CLANG_VERSION} /usr/bin/clang++
|
sudo ln -s /usr/bin/clang++-${CLANG_VERSION} /usr/bin/clang++
|
||||||
fi # [[ "$GITHUB_WORKFLOW" ]]
|
fi # [[ "$GITHUB_WORKFLOW" ]]
|
||||||
elif [[ "$os_name" == "Darwin" ]]; then
|
elif [[ "$OS_NAME" == "Darwin" ]]; then
|
||||||
if [[ ! "$GITHUB_WORKFLOW" ]]; then
|
if [[ ! "$GITHUB_WORKFLOW" ]]; then
|
||||||
if [ ! command -v brew > /dev/null 2>&1 ]; then
|
if [ ! command -v brew > /dev/null 2>&1 ]; then
|
||||||
echo "Error: need to install homebrew to continue"
|
echo "Error: need to install homebrew to continue"
|
||||||
@@ -83,7 +82,7 @@ elif [[ "$os_name" == "Darwin" ]]; then
|
|||||||
fi
|
fi
|
||||||
fi
|
fi
|
||||||
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=true brew install autoconf automake libx11 libxext libxrandr llvm@${LLVM_VERSION} ninja meson pkg-config libxshmfence
|
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=true brew install autoconf automake libx11 libxext libxrandr llvm@${LLVM_VERSION} ninja meson pkg-config libxshmfence
|
||||||
fi # [[ "$os_name" == x ]]
|
fi # [[ "$OS_NAME" == x ]]
|
||||||
|
|
||||||
LOCAL_LDFLAGS=${LDFLAGS}
|
LOCAL_LDFLAGS=${LDFLAGS}
|
||||||
LOCAL_CPPFLAGS=${CPPFLAGS}
|
LOCAL_CPPFLAGS=${CPPFLAGS}
|
||||||
@@ -122,7 +121,7 @@ mkdir -p out
|
|||||||
|
|
||||||
source ${ORIG_DIR}/venv/bin/activate
|
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_LDFLAGS="-L/opt/homebrew/opt/llvm@${LLVM_VERSION}/lib"
|
||||||
LOCAL_CPPFLAGS="-I/opt/homebrew/opt/llvm@${LLVM_VERSION}/include -I/opt/homebrew/include"
|
LOCAL_CPPFLAGS="-I/opt/homebrew/opt/llvm@${LLVM_VERSION}/include -I/opt/homebrew/include"
|
||||||
LOCAL_PATH=${PATH}:/opt/homebrew/opt/llvm@${LLVM_VERSION}/bin
|
LOCAL_PATH=${PATH}:/opt/homebrew/opt/llvm@${LLVM_VERSION}/bin
|
||||||
@@ -146,6 +145,6 @@ deactivate
|
|||||||
popd
|
popd
|
||||||
|
|
||||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||||
set +e
|
set +x
|
||||||
fi
|
fi
|
||||||
set +x
|
set +e
|
||||||
Executable
+18
@@ -0,0 +1,18 @@
|
|||||||
|
#!/bin/bash
|
||||||
|
|
||||||
|
if [[ "$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
|
||||||
@@ -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
@@ -1,36 +1,11 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Usage: the first argument selects the build type:
|
source `dirname $0`/../common/ci-check.sh
|
||||||
# - release, to build release only
|
|
||||||
# - debug, to build debug only
|
|
||||||
# - continuous, to build release and debug
|
|
||||||
# - presubmit, for presubmit builds
|
|
||||||
#
|
|
||||||
# The default is release
|
|
||||||
|
|
||||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
|
||||||
echo "Please refer to BUILDING.md for more information."
|
|
||||||
|
|
||||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
|
||||||
case "${choice}" in
|
|
||||||
y|Y)
|
|
||||||
echo "Build will proceed..."
|
|
||||||
;;
|
|
||||||
n|N)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
*)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
esac
|
|
||||||
|
|
||||||
set -e
|
set -e
|
||||||
set -x
|
set -x
|
||||||
|
|
||||||
source `dirname $0`/../common/ci-common.sh
|
|
||||||
source `dirname $0`/ci-common.sh
|
|
||||||
source `dirname $0`/../common/build-common.sh
|
source `dirname $0`/../common/build-common.sh
|
||||||
|
|
||||||
pushd `dirname $0`/../.. > /dev/null
|
pushd `dirname $0`/../.. > /dev/null
|
||||||
|
|
||||||
# If we're generating an archive for release or continuous builds, then we'll also build for the
|
# If we're generating an archive for release or continuous builds, then we'll also build for the
|
||||||
@@ -41,4 +16,3 @@ if [[ "${GENERATE_ARCHIVES}" ]]; then
|
|||||||
fi
|
fi
|
||||||
|
|
||||||
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +0,0 @@
|
|||||||
#!/bin/bash
|
|
||||||
|
|
||||||
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
|
|
||||||
unzip -q ninja-mac.zip
|
|
||||||
chmod +x ninja
|
|
||||||
export PATH="$PWD:$PATH"
|
|
||||||
+2
-30
@@ -1,39 +1,11 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Usage: the first argument selects the build type:
|
source `dirname $0`/../common/ci-check.sh
|
||||||
# - release, to build release only
|
|
||||||
# - debug, to build debug only
|
|
||||||
# - continuous, to build release and debug
|
|
||||||
# - presubmit, for presubmit builds
|
|
||||||
#
|
|
||||||
# The default is release
|
|
||||||
|
|
||||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
|
||||||
echo "Please refer to BUILDING.md for more information."
|
|
||||||
|
|
||||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
|
||||||
case "${choice}" in
|
|
||||||
y|Y)
|
|
||||||
echo "Build will proceed..."
|
|
||||||
;;
|
|
||||||
n|N)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
*)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
esac
|
|
||||||
|
|
||||||
set -e
|
set -e
|
||||||
set -x
|
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
|
source `dirname $0`/../common/build-common.sh
|
||||||
|
|
||||||
pushd `dirname $0`/../.. > /dev/null
|
pushd `dirname $0`/../.. > /dev/null
|
||||||
|
|
||||||
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||||
|
|||||||
@@ -1,38 +0,0 @@
|
|||||||
#!/bin/bash
|
|
||||||
|
|
||||||
# version of clang we want to use
|
|
||||||
export GITHUB_CLANG_VERSION=14
|
|
||||||
# version of CMake to use instead of the default one
|
|
||||||
export GITHUB_CMAKE_VERSION=3.19.5
|
|
||||||
# version of ninja to use
|
|
||||||
export GITHUB_NINJA_VERSION=1.10.2
|
|
||||||
|
|
||||||
# Steps for GitHub Workflows
|
|
||||||
if [[ "$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
@@ -1,35 +1,11 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Usage: the first argument selects the build type:
|
source `dirname $0`/../common/ci-check.sh
|
||||||
# - release, to build release only
|
|
||||||
# - debug, to build debug only
|
|
||||||
# - continuous, to build release and debug
|
|
||||||
# - presubmit, for presubmit builds
|
|
||||||
#
|
|
||||||
# The default is release
|
|
||||||
|
|
||||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
|
||||||
echo "Please refer to BUILDING.md for more information."
|
|
||||||
|
|
||||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
|
||||||
case "${choice}" in
|
|
||||||
y|Y)
|
|
||||||
echo "Build will proceed..."
|
|
||||||
;;
|
|
||||||
n|N)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
*)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
esac
|
|
||||||
|
|
||||||
set -e
|
set -e
|
||||||
set -x
|
set -x
|
||||||
|
|
||||||
source `dirname $0`/../common/ci-common.sh
|
|
||||||
source `dirname $0`/ci-common.sh
|
|
||||||
source `dirname $0`/../common/build-common.sh
|
source `dirname $0`/../common/build-common.sh
|
||||||
|
|
||||||
pushd `dirname $0`/../.. > /dev/null
|
pushd `dirname $0`/../.. > /dev/null
|
||||||
|
|
||||||
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||||
|
|||||||
@@ -1,8 +0,0 @@
|
|||||||
#!/bin/bash
|
|
||||||
|
|
||||||
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
|
|
||||||
unzip -q ninja-mac.zip
|
|
||||||
chmod +x ninja
|
|
||||||
# Install ninja globally for AGP
|
|
||||||
cp ninja /usr/local/bin
|
|
||||||
export PATH="$PWD:$PATH"
|
|
||||||
@@ -31,10 +31,16 @@ set(DIST_ARCH arm64-v8a)
|
|||||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||||
|
|
||||||
|
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
if (NOT FILAMENT_NDK_VERSION)
|
if (NOT FILAMENT_NDK_VERSION)
|
||||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||||
|
if(CMAKE_MATCH_1)
|
||||||
|
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||||
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
|
|
||||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||||
list(SORT NDK_VERSIONS)
|
list(SORT NDK_VERSIONS)
|
||||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||||
|
|||||||
@@ -32,10 +32,16 @@ set(DIST_ARCH armeabi-v7a)
|
|||||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||||
|
|
||||||
|
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
if (NOT FILAMENT_NDK_VERSION)
|
if (NOT FILAMENT_NDK_VERSION)
|
||||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||||
|
if(CMAKE_MATCH_1)
|
||||||
|
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||||
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
|
|
||||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||||
list(SORT NDK_VERSIONS)
|
list(SORT NDK_VERSIONS)
|
||||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||||
|
|||||||
@@ -31,10 +31,16 @@ set(DIST_ARCH x86)
|
|||||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||||
|
|
||||||
|
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
if (NOT FILAMENT_NDK_VERSION)
|
if (NOT FILAMENT_NDK_VERSION)
|
||||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||||
|
if(CMAKE_MATCH_1)
|
||||||
|
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||||
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
|
|
||||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||||
list(SORT NDK_VERSIONS)
|
list(SORT NDK_VERSIONS)
|
||||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||||
|
|||||||
@@ -31,10 +31,16 @@ set(DIST_ARCH x86_64)
|
|||||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||||
|
|
||||||
|
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
if (NOT FILAMENT_NDK_VERSION)
|
if (NOT FILAMENT_NDK_VERSION)
|
||||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||||
|
if(CMAKE_MATCH_1)
|
||||||
|
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||||
|
endif()
|
||||||
endif()
|
endif()
|
||||||
|
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||||
|
|
||||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||||
list(SORT NDK_VERSIONS)
|
list(SORT NDK_VERSIONS)
|
||||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||||
|
|||||||
+1
-25
@@ -1,34 +1,10 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Usage: the first argument selects the build type:
|
source `dirname $0`/../common/ci-check.sh
|
||||||
# - release, to build release only
|
|
||||||
# - debug, to build debug only
|
|
||||||
# - continuous, to build release and debug
|
|
||||||
# - presubmit, for presubmit builds
|
|
||||||
#
|
|
||||||
# The default is release
|
|
||||||
|
|
||||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
|
||||||
echo "Please refer to BUILDING.md for more information."
|
|
||||||
|
|
||||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
|
||||||
case "${choice}" in
|
|
||||||
y|Y)
|
|
||||||
echo "Build will proceed..."
|
|
||||||
;;
|
|
||||||
n|N)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
*)
|
|
||||||
exit 0
|
|
||||||
;;
|
|
||||||
esac
|
|
||||||
|
|
||||||
set -e
|
set -e
|
||||||
set -x
|
set -x
|
||||||
|
|
||||||
source `dirname $0`/../common/ci-common.sh
|
|
||||||
source `dirname $0`/ci-common.sh
|
|
||||||
source `dirname $0`/../common/build-common.sh
|
source `dirname $0`/../common/build-common.sh
|
||||||
pushd `dirname $0`/../.. > /dev/null
|
pushd `dirname $0`/../.. > /dev/null
|
||||||
|
|
||||||
|
|||||||
@@ -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
File diff suppressed because one or more lines are too long
+36
-19
@@ -166,7 +166,7 @@ This document is part of the <a href="https://github.com/google/filament">Filame
|
|||||||
</p><ul>
|
</p><ul>
|
||||||
<li class="minus"><a href="https://github.com/romainguy">Romain Guy</a>, <a href="https://twitter.com/romainguy">@romainguy</a>
|
<li class="minus"><a href="https://github.com/romainguy">Romain Guy</a>, <a href="https://twitter.com/romainguy">@romainguy</a>
|
||||||
</li>
|
</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>
|
<p></p>
|
||||||
<a class="target" name="overview"> </a><a class="target" name="overview"> </a><a class="target" name="toc2"> </a><h1>Overview</h1>
|
<a class="target" name="overview"> </a><a class="target" name="overview"> </a><a class="target" name="toc2"> </a><h1>Overview</h1>
|
||||||
@@ -259,26 +259,27 @@ in <a href="#table_standardproperties">table 1</a>.
|
|||||||
</p><div class="table">
|
</p><div class="table">
|
||||||
<table class="table"><tbody><tr><th style="text-align:right"> Property </th><th style="text-align:left"> Definition </th></tr>
|
<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">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">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">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">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">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">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">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">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">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">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">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"> </a><b style="font-style:normal;">Table 1:</b> Properties of the standard model</div></center></div>
|
</tbody></table><center><div class="tablecaption"><a class="target" name="table_standardproperties"> </a><b style="font-style:normal;">Table 1:</b> Properties of the standard model</div></center></div>
|
||||||
|
|
||||||
<p></p><p>
|
<p></p><p>
|
||||||
@@ -1486,10 +1487,13 @@ non-shader data.
|
|||||||
</p><dl><dt>Type</dt><dd><p> array of parameter objects
|
</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
|
</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
|
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
|
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 14</a>.
|
<a href="#table_materialparamstypes">table 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">
|
</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>
|
<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
|
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.
|
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"> parameters : [</span>
|
||||||
<span class="line"> {</span>
|
<span class="line"> {</span>
|
||||||
<span class="line"> type : sampler2d,</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><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.
|
</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
|
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
|
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>).
|
(<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"> name : Skybox,</span>
|
||||||
<span class="line"> parameters : [</span>
|
<span class="line"> parameters : [</span>
|
||||||
<span class="line"> {</span>
|
<span class="line"> {</span>
|
||||||
|
|||||||
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+16
-16
@@ -49,7 +49,7 @@
|
|||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#EntityManager">EntityManager</a></td>
|
<td align="left"><a href="#EntityManager">EntityManager</a></td>
|
||||||
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#Frustum">Frustum</a></td>
|
<td align="left"><a href="#Frustum">Frustum</a></td>
|
||||||
@@ -89,7 +89,7 @@
|
|||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#Renderer">Renderer</a></td>
|
<td align="left"><a href="#Renderer">Renderer</a></td>
|
||||||
<td align="left">Represents the platform's native window.</td>
|
<td align="left">Represents the platform's native window.</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#Scene">Scene</a></td>
|
<td align="left"><a href="#Scene">Scene</a></td>
|
||||||
@@ -97,7 +97,7 @@
|
|||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#SwapChain">SwapChain</a></td>
|
<td align="left"><a href="#SwapChain">SwapChain</a></td>
|
||||||
<td align="left">Represents the platform's native rendering surface.</td>
|
<td align="left">Represents the platform's native rendering surface.</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td align="left"><a href="#Texture">Texture</a></td>
|
<td align="left"><a href="#Texture">Texture</a></td>
|
||||||
@@ -604,11 +604,11 @@
|
|||||||
</ul>
|
</ul>
|
||||||
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
|
<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.
|
TODO: It would be better to expose these as JS numbers rather than as JS objects.
|
||||||
This would also be more consistent with Filament's Java bindings.</p>
|
This would also be more consistent with Filament's Java bindings.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
|
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
|
||||||
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><strong>entityManager.create()</strong>
|
<li><strong>entityManager.create()</strong>
|
||||||
<ul>
|
<ul>
|
||||||
@@ -742,7 +742,7 @@ properties.</p>
|
|||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
|
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
|
||||||
@@ -780,11 +780,11 @@ properties.</p>
|
|||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
|
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
|
||||||
<p>Represents the platform's native window.</p>
|
<p>Represents the platform's native window.</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><strong>renderer.render(swapChain, view)</strong>
|
<li><strong>renderer.render(swapChain, view)</strong>
|
||||||
<ul>
|
<ul>
|
||||||
@@ -803,7 +803,7 @@ properties.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
|
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
|
||||||
<p>Represents the platform'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>
|
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
@@ -847,7 +847,7 @@ properties.</p>
|
|||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='classdoc'>
|
<div class='classdoc'>
|
||||||
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
|
<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>
|
<ul>
|
||||||
<li><strong>assets</strong>
|
<li><strong>assets</strong>
|
||||||
<ul>
|
<ul>
|
||||||
<li>Array of strings containing URL's of required assets.</li>
|
<li>Array of strings containing URL's of required assets.</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><strong>onDone</strong>
|
<li><strong>onDone</strong>
|
||||||
@@ -954,7 +954,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
|
|||||||
</li>
|
</li>
|
||||||
<li><strong>onFetched</strong>
|
<li><strong>onFetched</strong>
|
||||||
<ul>
|
<ul>
|
||||||
<li>optional callback that's invoked after each asset is downloaded.</li>
|
<li>optional callback that's invoked after each asset is downloaded.</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@@ -1001,7 +1001,7 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
|||||||
<ul>
|
<ul>
|
||||||
<li><strong>assets</strong>
|
<li><strong>assets</strong>
|
||||||
<ul>
|
<ul>
|
||||||
<li>Array of strings containing URL's of required assets.</li>
|
<li>Array of strings containing URL's of required assets.</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><strong>onready</strong>
|
<li><strong>onready</strong>
|
||||||
@@ -1010,12 +1010,12 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
|||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
||||||
callback. This callback gets invoked only after all assets have been downloaded and the Filament
|
callback. This callback gets invoked only after all assets have been downloaded and the Filament
|
||||||
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
||||||
be ready at initialization time.
|
be ready at initialization time.
|
||||||
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
|
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
|
||||||
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
||||||
</div>
|
</div>
|
||||||
<div class='funcdoc'>
|
<div class='funcdoc'>
|
||||||
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
|
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
|
||||||
|
|||||||
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+157
-157
@@ -10,7 +10,7 @@
|
|||||||
textures.</p>
|
textures.</p>
|
||||||
<p>For starters, create a text file called <code>redball.html</code> and copy over the HTML that we used in the
|
<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>
|
<a href="tutorial_triangle.html">previous tutorial</a>. Change the last script tag from <code>triangle.js</code> to <code>redball.js</code>.</p>
|
||||||
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
|
<p>Next you'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
|
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
|
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
|
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
|
<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
|
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>
|
information, see the official document describing the <a href="https://google.github.io/filament/Materials.md.html">Filament Material System</a>.</p>
|
||||||
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
||||||
<code>plastic.mat</code>.</p>
|
<code>plastic.mat</code>.</p>
|
||||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||||
name : Lit,
|
name : Lit,
|
||||||
@@ -44,16 +44,16 @@ fragment {
|
|||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Next, invoke <code>matc</code> as follows.</p>
|
<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>
|
</pre></div>
|
||||||
|
|
||||||
<p>You should now have a material archive in your working directory, which we'll use later in the
|
<p>You should now have a material archive in your working directory, which we'll use later in the
|
||||||
tutorial.</p>
|
tutorial.</p>
|
||||||
<h2>Bake environment map</h2>
|
<h2>Bake environment map</h2>
|
||||||
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
|
<p>Next we'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>
|
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>
|
<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>
|
</pre></div>
|
||||||
|
|
||||||
<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
|
<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>
|
IBL KTX contains these coefficients in its metadata.</p>
|
||||||
<h2>Create JavaScript</h2>
|
<h2>Create JavaScript</h2>
|
||||||
<p>Next, create <code>redball.js</code> with the following content.</p>
|
<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">'pillars_2k'</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">'pillars_2k'</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: #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: #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: #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: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'plastic.filamat'</span><span style="color: #bbbbbb"></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">'plastic.filamat'</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>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>ibl_url,<span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=><span style="color: #BBB"> </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: #BBB"> </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: #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: #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: #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$AttributeType;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
|
||||||
<span style="color: #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$PrimitiveType;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType;
|
||||||
<span style="color: #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$IndexType;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer$IndexType;
|
||||||
<span style="color: #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$Fov;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov;
|
||||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.LightType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.LightManager$Type;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.LightType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.LightManager$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: #BBB"> </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: #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">'canvas'</span>)[<span style="color: #666666">0</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>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">'canvas'</span>)[<span style="color: #666">0</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: #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: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
|
}<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: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</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 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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);
|
||||||
<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>.resize();
|
||||||
<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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></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: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>}
|
||||||
|
|
||||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.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>.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: #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: #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: #BBB"> </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: #BBB"> </span>}
|
||||||
|
|
||||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">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">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: #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: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>}
|
||||||
}<span style="color: #bbbbbb"></span>
|
}
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The above boilerplate should be familiar to you from the previous tutorial, although it loads in a
|
<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>
|
new set of assets. We also added some animation to the camera.</p>
|
||||||
<p>Next let's create a material instance from the package that we built at the beginning the tutorial.
|
<p>Next let'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>
|
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>
|
<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: #bbbbbb"> </span>matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>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>
|
<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">'baseColor'</span>,<span style="color: #bbbbbb"> </span>Filament.RgbType.sRGB,<span style="color: #bbbbbb"> </span>red);<span style="color: #bbbbbb"></span>
|
matinstance.setColor3Parameter(<span style="color: #BA2121">'baseColor'</span>,<span style="color: #BBB"> </span>Filament.RgbType.sRGB,<span style="color: #BBB"> </span>red);
|
||||||
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);<span style="color: #bbbbbb"></span>
|
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #BBB"> </span><span style="color: #666">0.5</span>);
|
||||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);<span style="color: #bbbbbb"></span>
|
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>);
|
||||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.3</span>);<span style="color: #bbbbbb"></span>
|
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</span>,<span style="color: #BBB"> </span><span style="color: #666">0.3</span>);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
||||||
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
|
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
|
||||||
three arrays:</p>
|
three arrays:</p>
|
||||||
<ul>
|
<ul>
|
||||||
@@ -147,137 +147,137 @@ three arrays:</p>
|
|||||||
as quaternions.</li>
|
as quaternions.</li>
|
||||||
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
|
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>Let'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>
|
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>
|
<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: #bbbbbb"></span>
|
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: #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: #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: #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: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</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: #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: #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: #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: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.normalized(VertexAttribute.TANGENTS)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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: #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: #bbbbbb"> </span>.indexCount(icosphere.triangles.length)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.indexCount(icosphere.triangles.length)
|
||||||
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.bufferType(IndexType.USHORT)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>icosphere.vertices);
|
||||||
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>
|
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: #bbbbbb"> </span>icosphere.triangles);<span style="color: #bbbbbb"></span>
|
ib.setBuffer(engine,<span style="color: #BBB"> </span>icosphere.triangles);
|
||||||
|
|
||||||
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
Filament.RenderableManager.Builder(<span style="color: #666">1</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: #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: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinstance)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinstance)
|
||||||
<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: #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: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>renderable);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>renderable);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
|
<p>At this point, the app is rendering a sphere, but it is black so it doesn'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
|
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>
|
did in the first tutorial.</p>
|
||||||
<h2>Add lighting</h2>
|
<h2>Add lighting</h2>
|
||||||
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
|
<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
|
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>
|
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>
|
<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);<span style="color: #bbbbbb"></span>
|
scene.addEntity(sunlight);
|
||||||
Filament.LightManager.Builder(LightType.SUN)<span style="color: #bbbbbb"></span>
|
Filament.LightManager.Builder(LightType.SUN)
|
||||||
<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: #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: #bbbbbb"> </span>.intensity(<span style="color: #666666">110000.0</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">110000.0</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: #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: #bbbbbb"> </span>.sunAngularRadius(<span style="color: #666666">1.9</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.sunAngularRadius(<span style="color: #666">1.9</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.sunHaloSize(<span style="color: #666666">10.0</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.sunHaloSize(<span style="color: #666">10.0</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.sunHaloFalloff(<span style="color: #666666">80.0</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.sunHaloFalloff(<span style="color: #666">80.0</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>sunlight);<span style="color: #bbbbbb"></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>
|
<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);<span style="color: #bbbbbb"></span>
|
scene.addEntity(backlight);
|
||||||
Filament.LightManager.Builder(LightType.DIRECTIONAL)<span style="color: #bbbbbb"></span>
|
Filament.LightManager.Builder(LightType.DIRECTIONAL)
|
||||||
<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: #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: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>backlight);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>backlight);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The <code>SUN</code> light source is similar to the <code>DIRECTIONAL</code> light source, but has some extra
|
<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>
|
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
|
<p>Next we need to create an <code>IndirectLight</code> object from the KTX IBL. One way of doing this is the
|
||||||
following (don't type this out, there's an easier way).</p>
|
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: #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>
|
<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: #bbbbbb"> </span>datatype<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;<span style="color: #bbbbbb"></span>
|
<span style="color: #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: #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: #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: #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: #bbbbbb"> </span>iblktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(ibl_package);<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>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: #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: #bbbbbb"> </span>.width(iblktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.width(iblktx.info().pixelWidth)
|
||||||
<span style="color: #bbbbbb"> </span>.height(iblktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.height(iblktx.info().pixelHeight)
|
||||||
<span style="color: #bbbbbb"> </span>.levels(iblktx.getNumMipLevels())<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.levels(iblktx.getNumMipLevels())
|
||||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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"><</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: #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"><</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: #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: #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: #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: #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: #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: #BBB"> </span>ibltex.setImageCube(engine,<span style="color: #BBB"> </span>level,<span style="color: #BBB"> </span>pixelbuffer);
|
||||||
}<span style="color: #bbbbbb"></span>
|
}
|
||||||
|
|
||||||
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</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: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);<span style="color: #bbbbbb"></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">'sh'</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: #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: #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: #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: #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: #bbbbbb"> </span>.reflections(ibltex)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.reflections(ibltex)
|
||||||
<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: #BBB"> </span>.irradianceSh(<span style="color: #666">3</span>,<span style="color: #BBB"> </span>shfloats)
|
||||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.build(engine);
|
||||||
|
|
||||||
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
|
scene.setIndirectLight(indirectLight);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Filament provides a JavaScript utility to make this simpler,
|
<p>Filament provides a JavaScript utility to make this simpler,
|
||||||
simply replace the <strong>create IBL</strong> comment with the following snippet.</p>
|
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>
|
<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: #666666">50000</span>);<span style="color: #bbbbbb"></span>
|
indirectLight.setIntensity(<span style="color: #666">50000</span>);
|
||||||
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
|
scene.setIndirectLight(indirectLight);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<h2>Add background</h2>
|
<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.
|
<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.
|
Without a skybox, the reflections on the ball are not representative of its surroundings.
|
||||||
Here's one way to create a texture for the skybox:</p>
|
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: #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>
|
<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: #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: #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: #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: #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: #bbbbbb"> </span>.width(skyktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.width(skyktx.info().pixelWidth)
|
||||||
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.height(skyktx.info().pixelHeight)
|
||||||
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.levels(<span style="color: #666">1</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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: #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: #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: #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: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
|
skytex.setImageCube(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>pixelbuffer);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Filament provides a Javascript utility to make this easier.
|
<p>Filament provides a Javascript utility to make this easier.
|
||||||
Replace <strong>create skybox</strong> with the following.</p>
|
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>
|
<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);<span style="color: #bbbbbb"></span>
|
scene.setSkybox(skybox);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>That'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>
|
available <a href="tutorial_redball.js">here</a>.</p>
|
||||||
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
||||||
|
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|||||||
+121
-121
@@ -8,58 +8,58 @@
|
|||||||
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">🔗</a></div>
|
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">🔗</a></div>
|
||||||
<p>This tutorial will describe how to create the <strong>suzanne</strong> demo, introducing you to compressed
|
<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>
|
textures, mipmap generation, asynchronous texture loading, and trackball rotation.</p>
|
||||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
|
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'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>,
|
the appropriate <a href="//github.com/google/filament/releases">Filament release</a> for your development machine. In addition to <code>matc</code> and <code>cmgen</code>,
|
||||||
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||||
<h2>Create filamesh file</h2>
|
<h2>Create filamesh file</h2>
|
||||||
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
||||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
called <code>filamesh</code> for simple use cases. Let'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>
|
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>
|
</pre></div>
|
||||||
|
|
||||||
<h2>Create mipmapped textures</h2>
|
<h2>Create mipmapped textures</h2>
|
||||||
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
|
<p>Next, let'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
|
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>
|
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>
|
<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<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
|
||||||
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png 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>
|
<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<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 --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>
|
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>
|
||||||
normal.png normal.ktx2
|
<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>
|
<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<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>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>--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>
|
<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<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>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>--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>
|
<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<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>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>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx2
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</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>
|
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
|
||||||
<h2>Bake environment map</h2>
|
<h2>Bake environment map</h2>
|
||||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament'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>
|
<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
|
<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> venetian* ; mv venetian*_ibl.ktx venetian_crossroads_2k_skybox_tiny.ktx ; <span style="color: #008000">cd</span> -
|
<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<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||||
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
|
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||||
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
|
cmgen<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>
|
</pre></div>
|
||||||
|
|
||||||
<h2>Define textured material</h2>
|
<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
|
<p>You might recall the <code>filamat</code> file we generated in the previous tutorial for red plastic. For this
|
||||||
demo, we'll create a material that uses textures for several parameters.</p>
|
demo, we'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
|
<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>
|
requires a <code>uv0</code> attribute.</p>
|
||||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||||
@@ -90,7 +90,7 @@ fragment {
|
|||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Next, invoke <code>matc</code> as follows.</p>
|
<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>
|
</pre></div>
|
||||||
|
|
||||||
<p>You should now have a material archive in your working directory. For the suzanne asset, the normal
|
<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
|
<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>
|
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>
|
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>=><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>=><span style="color: #BBB"> </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">'canvas'</span>)[<span style="color: #666666">0</span>]);<span style="color: #bbbbbb"></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">'canvas'</span>)[<span style="color: #666">0</span>]);
|
||||||
});<span style="color: #bbbbbb"></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: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">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: #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: #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">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: #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: #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">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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</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: 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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.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: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||||
<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: #BBB"> </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: #BBB"> </span>}
|
||||||
|
|
||||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</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: #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: #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: #BBB"> </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: #BBB"> </span>}
|
||||||
|
|
||||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">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: #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: #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$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$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"><</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: #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: #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: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>}
|
||||||
}<span style="color: #bbbbbb"></span>
|
}
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||||
the other assets after construction. By using a progressive loading strategy, we can reduce the
|
the other assets after construction. By using a progressive loading strategy, we can reduce the
|
||||||
perceived load time.</p>
|
perceived load time.</p>
|
||||||
<p>Next we need to supply the URLs for various assets. This is actually a bit tricky, because different
|
<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>
|
<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
|
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>
|
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">'astc s3tc_srgb'</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">'astc s3tc_srgb'</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">'etc'</span>);<span style="color: #bbbbbb"></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">'etc'</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">'venetian_crossroads_2k'</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">'venetian_crossroads_2k'</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: #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: #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: #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: #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: #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: #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">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</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: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</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: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</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: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</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: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</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: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'textured.filamat'</span>;<span style="color: #bbbbbb"></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">'textured.filamat'</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">'suzanne.filamesh'</span>;<span style="color: #bbbbbb"></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">'suzanne.filamesh'</span>;
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<h2>Create skybox and IBL</h2>
|
<h2>Create skybox and IBL</h2>
|
||||||
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
|
<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: #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>
|
<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: #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: #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<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: #666666">100000</span>);<span style="color: #bbbbbb"></span>
|
<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);<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);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
|
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
|
||||||
loading in.</p>
|
loading in.</p>
|
||||||
<h2>Fetch assets asychronously</h2>
|
<h2>Fetch assets asychronously</h2>
|
||||||
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
|
<p>Next we'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
|
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>
|
when the assets have finished downloading.</p>
|
||||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
<p>In our callback, we'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
|
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
|
||||||
was created in the app constructor.</p>
|
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>=><span style="color: #bbbbbb"> </span>{<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>=><span style="color: #BBB"> </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: #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: #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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>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: #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: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||||
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>Filament.MagFilter.LINEAR,
|
||||||
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);<span style="color: #bbbbbb"></span>
|
<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">'albedo'</span>,<span style="color: #bbbbbb"> </span>albedo,<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">'albedo'</span>,<span style="color: #BBB"> </span>albedo,<span style="color: #BBB"> </span>sampler);
|
||||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span>roughness,<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">'roughness'</span>,<span style="color: #BBB"> </span>roughness,<span style="color: #BBB"> </span>sampler);
|
||||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #bbbbbb"> </span>metallic,<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">'metallic'</span>,<span style="color: #BBB"> </span>metallic,<span style="color: #BBB"> </span>sampler);
|
||||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #bbbbbb"> </span>normal,<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">'normal'</span>,<span style="color: #BBB"> </span>normal,<span style="color: #BBB"> </span>sampler);
|
||||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</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">'ao'</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: #BBB"> </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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.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: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||||
});<span style="color: #bbbbbb"></span>
|
});
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<h2>Introduce trackball rotation</h2>
|
<h2>Introduce trackball rotation</h2>
|
||||||
<p>Add the following script tag to your HTML file. This imports a small third-party library that
|
<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>
|
listens for drag events and computes a rotation matrix.</p>
|
||||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"//unpkg.com/gltumble"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"//unpkg.com/gltumble"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
|
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
|
||||||
two code snippets.</p>
|
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>
|
</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>
|
<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: #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>
|
<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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());<span style="color: #bbbbbb"></span>
|
tcm.setTransform(inst,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());
|
||||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
|
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>That'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>
|
<a href="tutorial_suzanne.js">here</a>.</p>
|
||||||
|
|
||||||
</body>
|
</body>
|
||||||
|
|||||||
+110
-110
@@ -8,30 +8,30 @@
|
|||||||
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">🔗</a></div>
|
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">🔗</a></div>
|
||||||
<h2>Literate programming</h2>
|
<h2>Literate programming</h2>
|
||||||
<p>The markdown source for this tutorial is not only used to generate this
|
<p>The markdown source for this tutorial is not only used to generate this
|
||||||
web page, it's also used to generate the JavaScript for the above demo.
|
web page, it's also used to generate the JavaScript for the above demo.
|
||||||
We use a small Python script for weaving (generating HTML) and tangling
|
We use a small Python script for weaving (generating HTML) and tangling
|
||||||
(generating JS). In the code samples, you'll often see
|
(generating JS). In the code samples, you'll often see
|
||||||
<code>// TODO: <some task></code>. These are special markers that get replaced by
|
<code>// TODO: <some task></code>. These are special markers that get replaced by
|
||||||
subsequent code blocks.</p>
|
subsequent code blocks.</p>
|
||||||
<h2>Start your project</h2>
|
<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
|
<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>
|
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"><!DOCTYPE html></span>
|
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #9C6500"><!DOCTYPE html></span>
|
||||||
<<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666666">=</span><span style="color: #BA2121">"en"</span>>
|
<<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666">=</span><span style="color: #BA2121">"en"</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">head</span>>
|
<<span style="color: #008000; font-weight: bold">head</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">title</span>>Filament Tutorial</<span style="color: #008000; font-weight: bold">title</span>>
|
<<span style="color: #008000; font-weight: bold">title</span>>Filament Tutorial</<span style="color: #008000; font-weight: bold">title</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">"utf-8"</span>>
|
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666">=</span><span style="color: #BA2121">"utf-8"</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">"width=device-width,user-scalable=no,initial-scale=1"</span>>
|
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666">=</span><span style="color: #BA2121">"width=device-width,user-scalable=no,initial-scale=1"</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">style</span>><span style="color: #bbbbbb"></span>
|
<<span style="color: #008000; font-weight: bold">style</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: #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: #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: #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: #bbbbbb"> </span></<span style="color: #008000; font-weight: bold">style</span>>
|
<span style="color: #BBB"> </span></<span style="color: #008000; font-weight: bold">style</span>>
|
||||||
</<span style="color: #008000; font-weight: bold">head</span>>
|
</<span style="color: #008000; font-weight: bold">head</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">body</span>>
|
<<span style="color: #008000; font-weight: bold">body</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">canvas</span>></<span style="color: #008000; font-weight: bold">canvas</span>>
|
<<span style="color: #008000; font-weight: bold">canvas</span>></<span style="color: #008000; font-weight: bold">canvas</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"filament.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"filament.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"//unpkg.com/gl-matrix@2.8.1"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"//unpkg.com/gl-matrix@2.8.1"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"triangle.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"triangle.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||||
</<span style="color: #008000; font-weight: bold">body</span>>
|
</<span style="color: #008000; font-weight: bold">body</span>>
|
||||||
</<span style="color: #008000; font-weight: bold">html</span>>
|
</<span style="color: #008000; font-weight: bold">html</span>>
|
||||||
</pre></div>
|
</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>
|
<li><code>triangle.js</code> will contain your application code.</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>Go ahead and create <code>triangle.js</code> with the following content.</p>
|
<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>
|
<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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</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: #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: #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: #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: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></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: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>}
|
||||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</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: #BBB"> </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: #BBB"> </span>}
|
||||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </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: #BBB"> </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: #BBB"> </span>}
|
||||||
}<span style="color: #bbbbbb"></span>
|
}
|
||||||
|
|
||||||
Filament.init([<span style="color: #BA2121">'triangle.filamat'</span>],<span style="color: #bbbbbb"> </span>()<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: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
|
Filament.init([<span style="color: #BA2121">'triangle.filamat'</span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=><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>
|
</pre></div>
|
||||||
|
|
||||||
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
|
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
|
||||||
events.</p>
|
events.</p>
|
||||||
<p><code>Filament.init()</code> consumes two things: a list of asset URLs and a callback.</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
|
<p>The callback will be triggered only after all assets finish downloading and the Filament module has
|
||||||
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
|
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'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
|
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>
|
from the developer console.</p>
|
||||||
<p>Go ahead and download <a href="triangle.filamat">triangle.filamat</a> and place it in your project folder.
|
<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
|
This is a <em>material package</em>, which is a binary file that contains shaders and other bits of data
|
||||||
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
||||||
<h2>Spawn a local server</h2>
|
<h2>Spawn a local server</h2>
|
||||||
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
|
<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>
|
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>
|
<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 -m SimpleHTTPServer <span style="color: #3D7B7B; font-style: italic"># Python 2.7</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 http-server -p <span style="color: #666666">8000</span> <span style="color: #3D7B7B; font-style: italic"># nodejs</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>
|
</pre></div>
|
||||||
|
|
||||||
<p>To see if this works, navigate to <a href="http://localhost:8000">http://localhost:8000</a> and check if you
|
<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>
|
can load the page without any errors appearing in the developer console.</p>
|
||||||
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
||||||
with the correct MIME type.</p>
|
with the correct MIME type.</p>
|
||||||
<h2>Create the Engine and Scene</h2>
|
<h2>Create the Engine and Scene</h2>
|
||||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||||
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
|
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">'canvas'</span>)[<span style="color: #666666">0</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>.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">'canvas'</span>)[<span style="color: #666">0</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>
|
<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>
|
</pre></div>
|
||||||
|
|
||||||
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
|
<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>
|
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
|
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
|
||||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||||
scene.</p>
|
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>
|
<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: #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>.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);<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);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Filament uses an <a href="//en.wikipedia.org/wiki/Entity-component-system">Entity-Component System</a>.
|
<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
|
tutorial we will make it into a <em>renderable</em>. Renderables are entities that have associated draw
|
||||||
calls.</p>
|
calls.</p>
|
||||||
<h2>Construct typed arrays</h2>
|
<h2>Construct typed arrays</h2>
|
||||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
<p>Next we'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>
|
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>
|
<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: #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: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</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: #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: #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: #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: #bbbbbb"></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>
|
</pre></div>
|
||||||
|
|
||||||
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
|
<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: #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>
|
<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: #bbbbbb"> </span>AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
|
||||||
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
<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: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.vertexCount(<span style="color: #666">3</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</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: #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: #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: #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: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.normalized(VertexAttribute.COLOR)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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: #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: #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">1</span>,<span style="color: #BBB"> </span>TRIANGLE_COLORS);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
|
<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
|
<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
|
attribute. Alternatively, we could have interleaved or concatenated these attributes into a single
|
||||||
buffer slot.</p>
|
buffer slot.</p>
|
||||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||||
the integers 0,1,2.</p>
|
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>
|
<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: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.indexCount(<span style="color: #666">3</span>)
|
||||||
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
|
||||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
<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>
|
</pre></div>
|
||||||
|
|
||||||
<p>Note that constructing an index buffer is similar to constructing a vertex buffer, but it only has
|
<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>
|
one buffer slot, and it can only contain two types of data (USHORT or UINT).</p>
|
||||||
<h2>Finish up initialization</h2>
|
<h2>Finish up initialization</h2>
|
||||||
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
|
<p>Next let'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
|
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
|
<code>MaterialInstance</code> from the material object. Material instances have concrete values for their
|
||||||
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
||||||
next tutorial.</p>
|
next tutorial.</p>
|
||||||
<p>After extracting the material instance, we can finally create a renderable component for the
|
<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>
|
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">'triangle.filamat'</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>mat<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</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>
|
<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: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
Filament.RenderableManager.Builder(<span style="color: #666">1</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: #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: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinst)
|
||||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>Filament.RenderableManager$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: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
|
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Next let'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>
|
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>
|
<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: #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>.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: #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>.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: #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<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: #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: #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: #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: #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: #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: #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: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span>
|
||||||
<span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
|
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
|
||||||
However the canvas is still blank!</p>
|
However the canvas is still blank!</p>
|
||||||
<h2>Render and resize handlers</h2>
|
<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
|
<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>
|
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>
|
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</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: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||||
}<span style="color: #bbbbbb"></span>
|
}
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>Let'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>
|
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>
|
<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: #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: #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: #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: #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: #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: #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: #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>
|
<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: #bbbbbb"> </span>transform);<span style="color: #bbbbbb"></span>
|
tcm.setTransform(inst,<span style="color: #BBB"> </span>transform);
|
||||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
|
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: #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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<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: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The first half of our render method obtains the transform component of the triangle entity and uses
|
<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
|
<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
|
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>
|
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>
|
<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: #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: #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: #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">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: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">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: #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: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Projection;<span style="color: #bbbbbb"></span>
|
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Projection<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Projection;
|
||||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #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">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>
|
</pre></div>
|
||||||
|
|
||||||
<p>You should now have a spinning triangle! The completed JavaScript is available
|
<p>You should now have a spinning triangle! The completed JavaScript is available
|
||||||
<a href="tutorial_triangle.js">here</a>.</p>
|
<a href="tutorial_triangle.js">here</a>.</p>
|
||||||
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
||||||
|
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|||||||
@@ -1023,8 +1023,12 @@ samplerCubemap | Cubemap texture
|
|||||||
[Table [materialParamsTypes]: Material parameter types]
|
[Table [materialParamsTypes]: Material parameter types]
|
||||||
|
|
||||||
Samplers
|
Samplers
|
||||||
: Sampler types can also specify a `format` which can be either `int` or `float` (defaults to
|
: Sampler types can specify additional options:
|
||||||
`float`).
|
|
||||||
|
- `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
|
Arrays
|
||||||
: A parameter can define an array of values by appending `[size]` after the type name, where
|
: A parameter can define an array of values by appending `[size]` after the type name, where
|
||||||
|
|||||||
@@ -18,6 +18,8 @@
|
|||||||
- [Metal](./notes/metal_debugging.md)
|
- [Metal](./notes/metal_debugging.md)
|
||||||
- [Vulkan](./notes/vulkan_debugging.md)
|
- [Vulkan](./notes/vulkan_debugging.md)
|
||||||
- [SPIR-V](./notes/spirv_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)
|
- [Libraries](./notes/libs.md)
|
||||||
- [bluegl](./dup/bluegl.md)
|
- [bluegl](./dup/bluegl.md)
|
||||||
- [bluevk](./dup/bluevk.md)
|
- [bluevk](./dup/bluevk.md)
|
||||||
|
|||||||
@@ -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".
|
||||||
@@ -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.
|
||||||
+24
-2
@@ -262,6 +262,8 @@ set(MATERIAL_SRCS
|
|||||||
src/materials/ssao/mipmapDepth.mat
|
src/materials/ssao/mipmapDepth.mat
|
||||||
src/materials/ssao/sao.mat
|
src/materials/ssao/sao.mat
|
||||||
src/materials/ssao/saoBentNormals.mat
|
src/materials/ssao/saoBentNormals.mat
|
||||||
|
src/materials/ssao/gtao.mat
|
||||||
|
src/materials/ssao/gtaoBentNormals.mat
|
||||||
src/materials/vsmMipmap.mat
|
src/materials/vsmMipmap.mat
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -318,8 +320,6 @@ endif()
|
|||||||
# Definitions
|
# Definitions
|
||||||
# ==================================================================================================
|
# ==================================================================================================
|
||||||
|
|
||||||
# "2" corresponds to SYSTRACE_TAG_FILEMENT (See: utils/Systrace.h)
|
|
||||||
add_definitions(-DSYSTRACE_TAG=2)
|
|
||||||
add_definitions(-DFILAMENT_DFG_LUT_SIZE=${DFG_LUT_SIZE})
|
add_definitions(-DFILAMENT_DFG_LUT_SIZE=${DFG_LUT_SIZE})
|
||||||
add_definitions(
|
add_definitions(
|
||||||
-DFILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB=${FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB}
|
-DFILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB=${FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB}
|
||||||
@@ -463,6 +463,28 @@ add_custom_command(
|
|||||||
APPEND
|
APPEND
|
||||||
)
|
)
|
||||||
|
|
||||||
|
add_custom_command(
|
||||||
|
OUTPUT "${MATERIAL_DIR}/gtao.filamat"
|
||||||
|
DEPENDS src/materials/ssao/ssaoUtils.fs
|
||||||
|
DEPENDS src/materials/ssao/ssct.fs
|
||||||
|
DEPENDS src/materials/utils/depthUtils.fs
|
||||||
|
DEPENDS src/materials/utils/geometry.fs
|
||||||
|
DEPENDS src/materials/ssao/gtaoImpl.fs
|
||||||
|
DEPENDS src/materials/ssao/ssctImpl.fs
|
||||||
|
APPEND
|
||||||
|
)
|
||||||
|
|
||||||
|
add_custom_command(
|
||||||
|
OUTPUT "${MATERIAL_DIR}/gtaoBentNormals.filamat"
|
||||||
|
DEPENDS src/materials/ssao/ssaoUtils.fs
|
||||||
|
DEPENDS src/materials/ssao/ssct.fs
|
||||||
|
DEPENDS src/materials/utils/depthUtils.fs
|
||||||
|
DEPENDS src/materials/utils/geometry.fs
|
||||||
|
DEPENDS src/materials/ssao/gtaoImpl.fs
|
||||||
|
DEPENDS src/materials/ssao/ssctImpl.fs
|
||||||
|
APPEND
|
||||||
|
)
|
||||||
|
|
||||||
add_custom_command(
|
add_custom_command(
|
||||||
OUTPUT "${MATERIAL_DIR}/bilateralBlur.filamat"
|
OUTPUT "${MATERIAL_DIR}/bilateralBlur.filamat"
|
||||||
DEPENDS src/materials/ssao/ssaoUtils.fs
|
DEPENDS src/materials/ssao/ssaoUtils.fs
|
||||||
|
|||||||
@@ -259,6 +259,8 @@ if (FILAMENT_SUPPORTS_WEBGPU)
|
|||||||
src/webgpu/WebGPUDriver.h
|
src/webgpu/WebGPUDriver.h
|
||||||
src/webgpu/WebGPUHandles.cpp
|
src/webgpu/WebGPUHandles.cpp
|
||||||
src/webgpu/WebGPUHandles.h
|
src/webgpu/WebGPUHandles.h
|
||||||
|
src/webgpu/WebGPUPipelineCreation.cpp
|
||||||
|
src/webgpu/WebGPUPipelineCreation.h
|
||||||
src/webgpu/WebGPUSwapChain.cpp
|
src/webgpu/WebGPUSwapChain.cpp
|
||||||
src/webgpu/WebGPUSwapChain.h
|
src/webgpu/WebGPUSwapChain.h
|
||||||
src/webgpu/WGPUProgram.cpp
|
src/webgpu/WGPUProgram.cpp
|
||||||
@@ -288,12 +290,6 @@ if (ANDROID)
|
|||||||
list(APPEND SRCS src/BackendUtilsAndroid.cpp)
|
list(APPEND SRCS src/BackendUtilsAndroid.cpp)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
# ==================================================================================================
|
|
||||||
# Definitions
|
|
||||||
# ==================================================================================================
|
|
||||||
# "2" corresponds to SYSTRACE_TAG_FILEMENT (See: utils/Systrace.h)
|
|
||||||
add_definitions(-DSYSTRACE_TAG=2 )
|
|
||||||
|
|
||||||
# ==================================================================================================
|
# ==================================================================================================
|
||||||
# Includes & target definition
|
# Includes & target definition
|
||||||
# ==================================================================================================
|
# ==================================================================================================
|
||||||
|
|||||||
@@ -20,10 +20,15 @@
|
|||||||
#define TNT_FILAMENT_BACKEND_BUFFERDESCRIPTOR_H
|
#define TNT_FILAMENT_BACKEND_BUFFERDESCRIPTOR_H
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
#include <utility>
|
||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
class CallbackHandler;
|
class CallbackHandler;
|
||||||
@@ -89,8 +94,8 @@ public:
|
|||||||
* @param callback A callback used to release the CPU buffer from this BufferDescriptor
|
* @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
|
* @param user An opaque user pointer passed to the callback function when it's called
|
||||||
*/
|
*/
|
||||||
BufferDescriptor(void const* buffer, size_t size,
|
BufferDescriptor(void const* buffer, size_t const size,
|
||||||
Callback callback = nullptr, void* user = nullptr) noexcept
|
Callback const callback = nullptr, void* user = nullptr) noexcept
|
||||||
: buffer(const_cast<void*>(buffer)), size(size), mCallback(callback), mUser(user) {
|
: 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
|
* Creates a BufferDescriptor that references a CPU memory-buffer
|
||||||
* @param buffer Memory address of the CPU buffer to reference
|
* @param buffer Memory address of the CPU buffer to reference
|
||||||
* @param size Size of the CPU buffer in bytes
|
* @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 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
|
* @param user An opaque user pointer passed to the callback function when it's called
|
||||||
*/
|
*/
|
||||||
BufferDescriptor(void const* buffer, size_t size,
|
BufferDescriptor(void const* buffer, size_t const size,
|
||||||
CallbackHandler* handler, Callback callback, void* user = nullptr) noexcept
|
CallbackHandler* handler, Callback const callback, void* user = nullptr) noexcept
|
||||||
: buffer(const_cast<void*>(buffer)), size(size),
|
: buffer(const_cast<void*>(buffer)), size(size),
|
||||||
mCallback(callback), mUser(user), mHandler(handler) {
|
mCallback(callback), mUser(user), mHandler(handler) {
|
||||||
}
|
}
|
||||||
@@ -116,8 +122,9 @@ public:
|
|||||||
*
|
*
|
||||||
* @param buffer Memory address of the CPU buffer to reference
|
* @param buffer Memory address of the CPU buffer to reference
|
||||||
* @param size Size of the CPU buffer in bytes
|
* @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
|
* @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)>
|
template<typename T, void(T::*method)(void const*, size_t)>
|
||||||
static BufferDescriptor make(void const* buffer, size_t size, T* data,
|
static BufferDescriptor make(void const* buffer, size_t size, T* data,
|
||||||
@@ -164,7 +171,7 @@ public:
|
|||||||
* @param callback The new callback function
|
* @param callback The new callback function
|
||||||
* @param user An opaque user pointer passed to the callbeck function when it's called
|
* @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->mCallback = callback;
|
||||||
this->mUser = user;
|
this->mUser = user;
|
||||||
this->mHandler = nullptr;
|
this->mHandler = nullptr;
|
||||||
@@ -176,7 +183,7 @@ public:
|
|||||||
* @param callback The new callback function
|
* @param callback The new callback function
|
||||||
* @param user An opaque user pointer passed to the callbeck function when it's called
|
* @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;
|
mCallback = callback;
|
||||||
mUser = user;
|
mUser = user;
|
||||||
mHandler = handler;
|
mHandler = handler;
|
||||||
|
|||||||
@@ -19,8 +19,6 @@
|
|||||||
|
|
||||||
#include <backend/DriverApiForward.h>
|
#include <backend/DriverApiForward.h>
|
||||||
|
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
|
||||||
#include <initializer_list>
|
#include <initializer_list>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
@@ -28,6 +26,10 @@
|
|||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
void* allocateFromCommandStream(DriverApi& driver, size_t size, size_t alignment) noexcept;
|
void* allocateFromCommandStream(DriverApi& driver, size_t size, size_t alignment) noexcept;
|
||||||
|
|||||||
@@ -25,21 +25,26 @@
|
|||||||
#include <backend/PresentCallable.h>
|
#include <backend/PresentCallable.h>
|
||||||
|
|
||||||
#include <utils/BitmaskEnum.h>
|
#include <utils/BitmaskEnum.h>
|
||||||
|
#include <utils/CString.h>
|
||||||
#include <utils/FixedCapacityVector.h>
|
#include <utils/FixedCapacityVector.h>
|
||||||
#include <utils/Invocable.h>
|
#include <utils/Invocable.h>
|
||||||
#include <utils/compiler.h>
|
#include <utils/StaticString.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
|
||||||
#include <math/vec4.h>
|
#include <math/vec4.h>
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <type_traits>
|
#include <type_traits>
|
||||||
#include <variant>
|
#include <variant>
|
||||||
|
#include <string_view>
|
||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Types and enums used by filament's driver.
|
* Types and enums used by filament's driver.
|
||||||
*
|
*
|
||||||
@@ -158,7 +163,7 @@ enum class TimerQueryResult : int8_t {
|
|||||||
AVAILABLE = 1, // result is available
|
AVAILABLE = 1, // result is available
|
||||||
};
|
};
|
||||||
|
|
||||||
static constexpr const char* backendToString(Backend backend) {
|
constexpr std::string_view to_string(Backend const backend) noexcept {
|
||||||
switch (backend) {
|
switch (backend) {
|
||||||
case Backend::NOOP:
|
case Backend::NOOP:
|
||||||
return "Noop";
|
return "Noop";
|
||||||
@@ -170,9 +175,10 @@ static constexpr const char* backendToString(Backend backend) {
|
|||||||
return "Metal";
|
return "Metal";
|
||||||
case Backend::WEBGPU:
|
case Backend::WEBGPU:
|
||||||
return "WebGPU";
|
return "WebGPU";
|
||||||
default:
|
case Backend::DEFAULT:
|
||||||
return "Unknown";
|
return "Default";
|
||||||
}
|
}
|
||||||
|
return "Unknown";
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -189,7 +195,7 @@ enum class ShaderLanguage {
|
|||||||
WGSL = 5,
|
WGSL = 5,
|
||||||
};
|
};
|
||||||
|
|
||||||
static constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) {
|
constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) noexcept {
|
||||||
switch (shaderLanguage) {
|
switch (shaderLanguage) {
|
||||||
case ShaderLanguage::ESSL1:
|
case ShaderLanguage::ESSL1:
|
||||||
return "ESSL 1.0";
|
return "ESSL 1.0";
|
||||||
@@ -204,6 +210,7 @@ static constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguag
|
|||||||
case ShaderLanguage::WGSL:
|
case ShaderLanguage::WGSL:
|
||||||
return "WGSL";
|
return "WGSL";
|
||||||
}
|
}
|
||||||
|
return "UNKNOWN";
|
||||||
}
|
}
|
||||||
|
|
||||||
enum class ShaderStage : uint8_t {
|
enum class ShaderStage : uint8_t {
|
||||||
@@ -221,7 +228,7 @@ enum class ShaderStageFlags : uint8_t {
|
|||||||
ALL_SHADER_STAGE_FLAGS = VERTEX | FRAGMENT | COMPUTE
|
ALL_SHADER_STAGE_FLAGS = VERTEX | FRAGMENT | COMPUTE
|
||||||
};
|
};
|
||||||
|
|
||||||
static inline constexpr bool hasShaderType(ShaderStageFlags flags, ShaderStage type) noexcept {
|
constexpr bool hasShaderType(ShaderStageFlags flags, ShaderStage type) noexcept {
|
||||||
switch (type) {
|
switch (type) {
|
||||||
case ShaderStage::VERTEX:
|
case ShaderStage::VERTEX:
|
||||||
return bool(uint8_t(flags) & uint8_t(ShaderStageFlags::VERTEX));
|
return bool(uint8_t(flags) & uint8_t(ShaderStageFlags::VERTEX));
|
||||||
@@ -232,14 +239,239 @@ static inline constexpr bool hasShaderType(ShaderStageFlags flags, ShaderStage t
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
enum class DescriptorType : uint8_t {
|
enum class TextureType : uint8_t {
|
||||||
UNIFORM_BUFFER,
|
FLOAT,
|
||||||
SHADER_STORAGE_BUFFER,
|
INT,
|
||||||
SAMPLER,
|
UINT,
|
||||||
INPUT_ATTACHMENT,
|
DEPTH,
|
||||||
SAMPLER_EXTERNAL
|
STENCIL,
|
||||||
|
DEPTH_STENCIL
|
||||||
};
|
};
|
||||||
|
|
||||||
|
constexpr std::string_view to_string(TextureType type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case TextureType::FLOAT: return "FLOAT";
|
||||||
|
case TextureType::INT: return "INT";
|
||||||
|
case TextureType::UINT: return "UINT";
|
||||||
|
case TextureType::DEPTH: return "DEPTH";
|
||||||
|
case TextureType::STENCIL: return "STENCIL";
|
||||||
|
case TextureType::DEPTH_STENCIL: return "DEPTH_STENCIL";
|
||||||
|
}
|
||||||
|
return "UNKNOWN";
|
||||||
|
}
|
||||||
|
|
||||||
|
enum class DescriptorType : uint8_t {
|
||||||
|
SAMPLER_2D_FLOAT,
|
||||||
|
SAMPLER_2D_INT,
|
||||||
|
SAMPLER_2D_UINT,
|
||||||
|
SAMPLER_2D_DEPTH,
|
||||||
|
|
||||||
|
SAMPLER_2D_ARRAY_FLOAT,
|
||||||
|
SAMPLER_2D_ARRAY_INT,
|
||||||
|
SAMPLER_2D_ARRAY_UINT,
|
||||||
|
SAMPLER_2D_ARRAY_DEPTH,
|
||||||
|
|
||||||
|
SAMPLER_CUBE_FLOAT,
|
||||||
|
SAMPLER_CUBE_INT,
|
||||||
|
SAMPLER_CUBE_UINT,
|
||||||
|
SAMPLER_CUBE_DEPTH,
|
||||||
|
|
||||||
|
SAMPLER_CUBE_ARRAY_FLOAT,
|
||||||
|
SAMPLER_CUBE_ARRAY_INT,
|
||||||
|
SAMPLER_CUBE_ARRAY_UINT,
|
||||||
|
SAMPLER_CUBE_ARRAY_DEPTH,
|
||||||
|
|
||||||
|
SAMPLER_3D_FLOAT,
|
||||||
|
SAMPLER_3D_INT,
|
||||||
|
SAMPLER_3D_UINT,
|
||||||
|
|
||||||
|
SAMPLER_2D_MS_FLOAT,
|
||||||
|
SAMPLER_2D_MS_INT,
|
||||||
|
SAMPLER_2D_MS_UINT,
|
||||||
|
|
||||||
|
SAMPLER_2D_MS_ARRAY_FLOAT,
|
||||||
|
SAMPLER_2D_MS_ARRAY_INT,
|
||||||
|
SAMPLER_2D_MS_ARRAY_UINT,
|
||||||
|
|
||||||
|
SAMPLER_EXTERNAL,
|
||||||
|
UNIFORM_BUFFER,
|
||||||
|
SHADER_STORAGE_BUFFER,
|
||||||
|
INPUT_ATTACHMENT,
|
||||||
|
};
|
||||||
|
|
||||||
|
constexpr bool isDepthDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isFloatDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isIntDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isUnsignedIntDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool is3dTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool is2dTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool is2dArrayTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isCubeTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isCubeArrayTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr bool isMultiSampledTypeDescriptor(DescriptorType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
|
return true;
|
||||||
|
default: ;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr std::string_view to_string(DescriptorType type) noexcept {
|
||||||
|
#define DESCRIPTOR_TYPE_CASE(TYPE) case DescriptorType::TYPE: return #TYPE;
|
||||||
|
switch (type) {
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_DEPTH)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_ARRAY_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_ARRAY_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_ARRAY_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_ARRAY_DEPTH)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_DEPTH)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_ARRAY_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_ARRAY_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_ARRAY_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_CUBE_ARRAY_DEPTH)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_3D_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_3D_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_3D_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_ARRAY_FLOAT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_ARRAY_INT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_2D_MS_ARRAY_UINT)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SAMPLER_EXTERNAL)
|
||||||
|
DESCRIPTOR_TYPE_CASE(UNIFORM_BUFFER)
|
||||||
|
DESCRIPTOR_TYPE_CASE(SHADER_STORAGE_BUFFER)
|
||||||
|
DESCRIPTOR_TYPE_CASE(INPUT_ATTACHMENT)
|
||||||
|
}
|
||||||
|
return "UNKNOWN";
|
||||||
|
#undef DESCRIPTOR_TYPE_CASE
|
||||||
|
}
|
||||||
|
|
||||||
enum class DescriptorFlags : uint8_t {
|
enum class DescriptorFlags : uint8_t {
|
||||||
NONE = 0x00,
|
NONE = 0x00,
|
||||||
DYNAMIC_OFFSET = 0x01
|
DYNAMIC_OFFSET = 0x01
|
||||||
@@ -250,6 +482,13 @@ using descriptor_set_t = uint8_t;
|
|||||||
using descriptor_binding_t = uint8_t;
|
using descriptor_binding_t = uint8_t;
|
||||||
|
|
||||||
struct DescriptorSetLayoutBinding {
|
struct DescriptorSetLayoutBinding {
|
||||||
|
static bool isSampler(DescriptorType type) noexcept {
|
||||||
|
return int(type) <= int(DescriptorType::SAMPLER_EXTERNAL);
|
||||||
|
}
|
||||||
|
static bool isBuffer(DescriptorType type) noexcept {
|
||||||
|
return type == DescriptorType::UNIFORM_BUFFER ||
|
||||||
|
type == DescriptorType::SHADER_STORAGE_BUFFER;
|
||||||
|
}
|
||||||
DescriptorType type;
|
DescriptorType type;
|
||||||
ShaderStageFlags stageFlags;
|
ShaderStageFlags stageFlags;
|
||||||
descriptor_binding_t binding;
|
descriptor_binding_t binding;
|
||||||
@@ -260,7 +499,7 @@ struct DescriptorSetLayoutBinding {
|
|||||||
// no uninitialized padding bytes.
|
// no uninitialized padding bytes.
|
||||||
// uint8_t externalSamplerDataIndex = EXTERNAL_SAMPLER_DATA_INDEX_UNUSED;
|
// uint8_t externalSamplerDataIndex = EXTERNAL_SAMPLER_DATA_INDEX_UNUSED;
|
||||||
|
|
||||||
friend inline bool operator==(DescriptorSetLayoutBinding const& lhs,
|
friend bool operator==(DescriptorSetLayoutBinding const& lhs,
|
||||||
DescriptorSetLayoutBinding const& rhs) noexcept {
|
DescriptorSetLayoutBinding const& rhs) noexcept {
|
||||||
return lhs.type == rhs.type &&
|
return lhs.type == rhs.type &&
|
||||||
lhs.flags == rhs.flags &&
|
lhs.flags == rhs.flags &&
|
||||||
@@ -293,7 +532,7 @@ enum class TargetBufferFlags : uint32_t {
|
|||||||
ALL = COLOR_ALL | DEPTH | STENCIL //!< Color, depth and stencil buffer selected.
|
ALL = COLOR_ALL | DEPTH | STENCIL //!< Color, depth and stencil buffer selected.
|
||||||
};
|
};
|
||||||
|
|
||||||
inline constexpr TargetBufferFlags getTargetBufferFlagsAt(size_t index) noexcept {
|
constexpr TargetBufferFlags getTargetBufferFlagsAt(size_t index) noexcept {
|
||||||
if (index == 0u) return TargetBufferFlags::COLOR0;
|
if (index == 0u) return TargetBufferFlags::COLOR0;
|
||||||
if (index == 1u) return TargetBufferFlags::COLOR1;
|
if (index == 1u) return TargetBufferFlags::COLOR1;
|
||||||
if (index == 2u) return TargetBufferFlags::COLOR2;
|
if (index == 2u) return TargetBufferFlags::COLOR2;
|
||||||
@@ -450,6 +689,24 @@ enum class SamplerType : uint8_t {
|
|||||||
SAMPLER_CUBEMAP_ARRAY, //!< Cube map array texture (feature level 2)
|
SAMPLER_CUBEMAP_ARRAY, //!< Cube map array texture (feature level 2)
|
||||||
};
|
};
|
||||||
|
|
||||||
|
constexpr std::string_view to_string(SamplerType const type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case SamplerType::SAMPLER_2D:
|
||||||
|
return "SAMPLER_2D";
|
||||||
|
case SamplerType::SAMPLER_2D_ARRAY:
|
||||||
|
return "SAMPLER_2D_ARRAY";
|
||||||
|
case SamplerType::SAMPLER_CUBEMAP:
|
||||||
|
return "SAMPLER_CUBEMAP";
|
||||||
|
case SamplerType::SAMPLER_EXTERNAL:
|
||||||
|
return "SAMPLER_EXTERNAL";
|
||||||
|
case SamplerType::SAMPLER_3D:
|
||||||
|
return "SAMPLER_3D";
|
||||||
|
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
|
||||||
|
return "SAMPLER_CUBEMAP_ARRAY";
|
||||||
|
}
|
||||||
|
return "Unknown";
|
||||||
|
}
|
||||||
|
|
||||||
//! Subpass type
|
//! Subpass type
|
||||||
enum class SubpassType : uint8_t {
|
enum class SubpassType : uint8_t {
|
||||||
SUBPASS_INPUT
|
SUBPASS_INPUT
|
||||||
@@ -463,6 +720,20 @@ enum class SamplerFormat : uint8_t {
|
|||||||
SHADOW = 3 //!< shadow sampler (PCF)
|
SHADOW = 3 //!< shadow sampler (PCF)
|
||||||
};
|
};
|
||||||
|
|
||||||
|
constexpr std::string_view to_string(SamplerFormat const format) noexcept {
|
||||||
|
switch (format) {
|
||||||
|
case SamplerFormat::INT:
|
||||||
|
return "INT";
|
||||||
|
case SamplerFormat::UINT:
|
||||||
|
return "UINT";
|
||||||
|
case SamplerFormat::FLOAT:
|
||||||
|
return "FLOAT";
|
||||||
|
case SamplerFormat::SHADOW:
|
||||||
|
return "SHADOW";
|
||||||
|
}
|
||||||
|
return "Unknown";
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Supported element types
|
* Supported element types
|
||||||
*/
|
*/
|
||||||
@@ -502,6 +773,15 @@ enum class BufferObjectBinding : uint8_t {
|
|||||||
SHADER_STORAGE
|
SHADER_STORAGE
|
||||||
};
|
};
|
||||||
|
|
||||||
|
constexpr std::string_view to_string(BufferObjectBinding type) noexcept {
|
||||||
|
switch (type) {
|
||||||
|
case BufferObjectBinding::VERTEX: return "VERTEX";
|
||||||
|
case BufferObjectBinding::UNIFORM: return "UNIFORM";
|
||||||
|
case BufferObjectBinding::SHADER_STORAGE: return "SHADER_STORAGE";
|
||||||
|
}
|
||||||
|
return "UNKNOWN";
|
||||||
|
}
|
||||||
|
|
||||||
//! Face culling Mode
|
//! Face culling Mode
|
||||||
enum class CullingMode : uint8_t {
|
enum class CullingMode : uint8_t {
|
||||||
NONE, //!< No culling, front and back faces are visible
|
NONE, //!< No culling, front and back faces are visible
|
||||||
@@ -763,6 +1043,8 @@ enum class TextureFormat : uint16_t {
|
|||||||
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
|
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
|
||||||
};
|
};
|
||||||
|
|
||||||
|
TextureType getTextureType(TextureFormat format) noexcept;
|
||||||
|
|
||||||
//! Bitmask describing the intended Texture Usage
|
//! Bitmask describing the intended Texture Usage
|
||||||
enum class TextureUsage : uint16_t {
|
enum class TextureUsage : uint16_t {
|
||||||
NONE = 0x0000,
|
NONE = 0x0000,
|
||||||
@@ -790,7 +1072,7 @@ enum class TextureSwizzle : uint8_t {
|
|||||||
};
|
};
|
||||||
|
|
||||||
//! returns whether this format a depth format
|
//! returns whether this format a depth format
|
||||||
static constexpr bool isDepthFormat(TextureFormat format) noexcept {
|
constexpr bool isDepthFormat(TextureFormat format) noexcept {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
case TextureFormat::DEPTH32F:
|
case TextureFormat::DEPTH32F:
|
||||||
case TextureFormat::DEPTH24:
|
case TextureFormat::DEPTH24:
|
||||||
@@ -803,7 +1085,7 @@ static constexpr bool isDepthFormat(TextureFormat format) noexcept {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr bool isStencilFormat(TextureFormat format) noexcept {
|
constexpr bool isStencilFormat(TextureFormat format) noexcept {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
case TextureFormat::STENCIL8:
|
case TextureFormat::STENCIL8:
|
||||||
case TextureFormat::DEPTH24_STENCIL8:
|
case TextureFormat::DEPTH24_STENCIL8:
|
||||||
@@ -814,7 +1096,7 @@ static constexpr bool isStencilFormat(TextureFormat format) noexcept {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
inline constexpr bool isColorFormat(TextureFormat format) noexcept {
|
constexpr bool isColorFormat(TextureFormat format) noexcept {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
// Standard color formats
|
// Standard color formats
|
||||||
case TextureFormat::R8:
|
case TextureFormat::R8:
|
||||||
@@ -841,7 +1123,7 @@ inline constexpr bool isColorFormat(TextureFormat format) noexcept {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr bool isUnsignedIntFormat(TextureFormat format) {
|
constexpr bool isUnsignedIntFormat(TextureFormat format) {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
case TextureFormat::R8UI:
|
case TextureFormat::R8UI:
|
||||||
case TextureFormat::R16UI:
|
case TextureFormat::R16UI:
|
||||||
@@ -862,7 +1144,7 @@ static constexpr bool isUnsignedIntFormat(TextureFormat format) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr bool isSignedIntFormat(TextureFormat format) {
|
constexpr bool isSignedIntFormat(TextureFormat format) {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
case TextureFormat::R8I:
|
case TextureFormat::R8I:
|
||||||
case TextureFormat::R16I:
|
case TextureFormat::R16I:
|
||||||
@@ -884,35 +1166,35 @@ static constexpr bool isSignedIntFormat(TextureFormat format) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//! returns whether this format is a compressed format
|
//! returns whether this format is a compressed format
|
||||||
static constexpr bool isCompressedFormat(TextureFormat format) noexcept {
|
constexpr bool isCompressedFormat(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::EAC_R11;
|
return format >= TextureFormat::EAC_R11;
|
||||||
}
|
}
|
||||||
|
|
||||||
//! returns whether this format is an ETC2 compressed format
|
//! returns whether this format is an ETC2 compressed format
|
||||||
static constexpr bool isETC2Compression(TextureFormat format) noexcept {
|
constexpr bool isETC2Compression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::EAC_R11 && format <= TextureFormat::ETC2_EAC_SRGBA8;
|
return format >= TextureFormat::EAC_R11 && format <= TextureFormat::ETC2_EAC_SRGBA8;
|
||||||
}
|
}
|
||||||
|
|
||||||
//! returns whether this format is an S3TC compressed format
|
//! returns whether this format is an S3TC compressed format
|
||||||
static constexpr bool isS3TCCompression(TextureFormat format) noexcept {
|
constexpr bool isS3TCCompression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::DXT1_RGB && format <= TextureFormat::DXT5_SRGBA;
|
return format >= TextureFormat::DXT1_RGB && format <= TextureFormat::DXT5_SRGBA;
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
|
constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::DXT1_SRGB && format <= TextureFormat::DXT5_SRGBA;
|
return format >= TextureFormat::DXT1_SRGB && format <= TextureFormat::DXT5_SRGBA;
|
||||||
}
|
}
|
||||||
|
|
||||||
//! returns whether this format is an RGTC compressed format
|
//! returns whether this format is an RGTC compressed format
|
||||||
static constexpr bool isRGTCCompression(TextureFormat format) noexcept {
|
constexpr bool isRGTCCompression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::RED_RGTC1 && format <= TextureFormat::SIGNED_RED_GREEN_RGTC2;
|
return format >= TextureFormat::RED_RGTC1 && format <= TextureFormat::SIGNED_RED_GREEN_RGTC2;
|
||||||
}
|
}
|
||||||
|
|
||||||
//! returns whether this format is an BPTC compressed format
|
//! returns whether this format is an BPTC compressed format
|
||||||
static constexpr bool isBPTCCompression(TextureFormat format) noexcept {
|
constexpr bool isBPTCCompression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::RGB_BPTC_SIGNED_FLOAT && format <= TextureFormat::SRGB_ALPHA_BPTC_UNORM;
|
return format >= TextureFormat::RGB_BPTC_SIGNED_FLOAT && format <= TextureFormat::SRGB_ALPHA_BPTC_UNORM;
|
||||||
}
|
}
|
||||||
|
|
||||||
static constexpr bool isASTCCompression(TextureFormat format) noexcept {
|
constexpr bool isASTCCompression(TextureFormat format) noexcept {
|
||||||
return format >= TextureFormat::RGBA_ASTC_4x4 && format <= TextureFormat::SRGB8_ALPHA8_ASTC_12x12;
|
return format >= TextureFormat::RGBA_ASTC_4x4 && format <= TextureFormat::SRGB8_ALPHA8_ASTC_12x12;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1033,19 +1315,23 @@ struct SamplerParams { // NOLINT
|
|||||||
assert_invariant(lhs.padding2 == 0);
|
assert_invariant(lhs.padding2 == 0);
|
||||||
auto* pLhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&lhs));
|
auto* pLhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&lhs));
|
||||||
auto* pRhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&rhs));
|
auto* pRhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&rhs));
|
||||||
return *pLhs == *pRhs;
|
return *pLhs < *pRhs;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
bool isFiltered() const noexcept {
|
||||||
|
return filterMag != SamplerMagFilter::NEAREST || filterMin != SamplerMinFilter::NEAREST;
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
friend inline bool operator == (SamplerParams lhs, SamplerParams rhs) noexcept {
|
friend bool operator == (SamplerParams lhs, SamplerParams rhs) noexcept {
|
||||||
return SamplerParams::EqualTo{}(lhs, rhs);
|
return EqualTo{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
friend inline bool operator != (SamplerParams lhs, SamplerParams rhs) noexcept {
|
friend bool operator != (SamplerParams lhs, SamplerParams rhs) noexcept {
|
||||||
return !SamplerParams::EqualTo{}(lhs, rhs);
|
return !EqualTo{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
friend inline bool operator < (SamplerParams lhs, SamplerParams rhs) noexcept {
|
friend bool operator < (SamplerParams lhs, SamplerParams rhs) noexcept {
|
||||||
return SamplerParams::LessThan{}(lhs, rhs);
|
return LessThan{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -1095,15 +1381,15 @@ struct SamplerYcbcrConversion {// NOLINT
|
|||||||
};
|
};
|
||||||
|
|
||||||
private:
|
private:
|
||||||
friend inline bool operator == (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
friend bool operator == (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
||||||
noexcept {
|
noexcept {
|
||||||
return SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
|
return SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
friend inline bool operator != (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
friend bool operator != (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
||||||
noexcept {
|
noexcept {
|
||||||
return !SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
|
return !SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
friend inline bool operator < (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
friend bool operator < (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
|
||||||
noexcept {
|
noexcept {
|
||||||
return SamplerYcbcrConversion::LessThan{}(lhs, rhs);
|
return SamplerYcbcrConversion::LessThan{}(lhs, rhs);
|
||||||
}
|
}
|
||||||
@@ -1139,6 +1425,7 @@ struct ExternalSamplerDatum {
|
|||||||
static_assert(sizeof(ExternalSamplerDatum) == 12);
|
static_assert(sizeof(ExternalSamplerDatum) == 12);
|
||||||
|
|
||||||
struct DescriptorSetLayout {
|
struct DescriptorSetLayout {
|
||||||
|
std::variant<utils::StaticString, utils::CString, std::monostate> label;
|
||||||
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
|
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
|
||||||
|
|
||||||
// TODO: uncomment when needed
|
// TODO: uncomment when needed
|
||||||
@@ -1455,6 +1742,11 @@ enum class Workaround : uint16_t {
|
|||||||
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
|
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
|
||||||
// Multiple workarounds needed for PowerVR GPUs
|
// Multiple workarounds needed for PowerVR GPUs
|
||||||
POWER_VR_SHADER_WORKAROUNDS,
|
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;
|
using StereoscopicType = backend::Platform::StereoscopicType;
|
||||||
|
|||||||
@@ -17,9 +17,6 @@
|
|||||||
#ifndef TNT_FILAMENT_BACKEND_HANDLE_H
|
#ifndef TNT_FILAMENT_BACKEND_HANDLE_H
|
||||||
#define TNT_FILAMENT_BACKEND_HANDLE_H
|
#define TNT_FILAMENT_BACKEND_HANDLE_H
|
||||||
|
|
||||||
#if !defined(NDEBUG)
|
|
||||||
#include <utils/ostream.h>
|
|
||||||
#endif
|
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
|
|
||||||
#include <type_traits> // FIXME: STL headers are not allowed in public headers
|
#include <type_traits> // FIXME: STL headers are not allowed in public headers
|
||||||
@@ -27,6 +24,10 @@
|
|||||||
|
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
struct HwBufferObject;
|
struct HwBufferObject;
|
||||||
|
|||||||
@@ -20,12 +20,14 @@
|
|||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
#include <backend/Handle.h>
|
#include <backend/Handle.h>
|
||||||
|
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
|
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
//! \privatesection
|
//! \privatesection
|
||||||
|
|||||||
@@ -24,11 +24,14 @@
|
|||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -201,23 +204,15 @@ public:
|
|||||||
}, new T(std::forward<T>(functor))
|
}, new T(std::forward<T>(functor))
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
// --------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Computes the size in bytes needed to fit an image of given dimensions and format
|
* Computes the size in bytes for a pixel of given dimensions and format
|
||||||
*
|
*
|
||||||
* @param format Format of the image pixels
|
* @param format Format of the image pixels
|
||||||
* @param type Type of the image pixels
|
* @param type Type of the image pixels
|
||||||
* @param stride Stride of a row in pixels
|
* @return The size of the specified pixel in bytes
|
||||||
* @param height Height of the image in rows
|
|
||||||
* @param alignment Alignment in bytes of pixel rows
|
|
||||||
* @return The buffer size needed to fit this image in bytes
|
|
||||||
*/
|
*/
|
||||||
static constexpr size_t computeDataSize(PixelDataFormat format, PixelDataType type,
|
|
||||||
size_t stride, size_t height, size_t alignment) noexcept {
|
|
||||||
assert_invariant(alignment);
|
|
||||||
|
|
||||||
|
static constexpr size_t computePixelSize(PixelDataFormat format, PixelDataType type) noexcept {
|
||||||
if (type == PixelDataType::COMPRESSED) {
|
if (type == PixelDataType::COMPRESSED) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
@@ -239,7 +234,7 @@ public:
|
|||||||
case PixelDataFormat::RGB_INTEGER:
|
case PixelDataFormat::RGB_INTEGER:
|
||||||
n = 3;
|
n = 3;
|
||||||
break;
|
break;
|
||||||
case PixelDataFormat::UNUSED: // shouldn't happen (used to be rgbm)
|
case PixelDataFormat::UNUSED:// shouldn't happen (used to be rgbm)
|
||||||
case PixelDataFormat::RGBA:
|
case PixelDataFormat::RGBA:
|
||||||
case PixelDataFormat::RGBA_INTEGER:
|
case PixelDataFormat::RGBA_INTEGER:
|
||||||
n = 4;
|
n = 4;
|
||||||
@@ -248,7 +243,7 @@ public:
|
|||||||
|
|
||||||
size_t bpp = n;
|
size_t bpp = n;
|
||||||
switch (type) {
|
switch (type) {
|
||||||
case PixelDataType::COMPRESSED: // Impossible -- to squash the IDE warnings
|
case PixelDataType::COMPRESSED:// Impossible -- to squash the IDE warnings
|
||||||
case PixelDataType::UBYTE:
|
case PixelDataType::UBYTE:
|
||||||
case PixelDataType::BYTE:
|
case PixelDataType::BYTE:
|
||||||
// nothing to do
|
// nothing to do
|
||||||
@@ -279,16 +274,35 @@ public:
|
|||||||
bpp = 2;
|
bpp = 2;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
return bpp;
|
||||||
|
}
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Computes the size in bytes needed to fit an image of given dimensions and format
|
||||||
|
*
|
||||||
|
* @param format Format of the image pixels
|
||||||
|
* @param type Type of the image pixels
|
||||||
|
* @param stride Stride of a row in pixels
|
||||||
|
* @param height Height of the image in rows
|
||||||
|
* @param alignment Alignment in bytes of pixel rows
|
||||||
|
* @return The buffer size needed to fit this image in bytes
|
||||||
|
*/
|
||||||
|
static constexpr size_t computeDataSize(PixelDataFormat format, PixelDataType type,
|
||||||
|
size_t stride, size_t height, size_t alignment) noexcept {
|
||||||
|
assert_invariant(alignment);
|
||||||
|
|
||||||
|
size_t bpp = computePixelSize(format, type);
|
||||||
size_t const bpr = bpp * stride;
|
size_t const bpr = bpp * stride;
|
||||||
size_t const bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
|
size_t const bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
|
||||||
return bprAligned * height;
|
return bprAligned * height;
|
||||||
}
|
}
|
||||||
|
|
||||||
//! left coordinate in pixels
|
//! left coordinate in pixels
|
||||||
uint32_t left = 0;
|
uint32_t left = 0;
|
||||||
//! top coordinate in pixels
|
//! top coordinate in pixels
|
||||||
uint32_t top = 0;
|
uint32_t top = 0;
|
||||||
union {
|
union {
|
||||||
struct {
|
struct {
|
||||||
//! stride in pixels
|
//! stride in pixels
|
||||||
|
|||||||
@@ -20,12 +20,10 @@
|
|||||||
#include <utils/CString.h>
|
#include <utils/CString.h>
|
||||||
#include <utils/FixedCapacityVector.h>
|
#include <utils/FixedCapacityVector.h>
|
||||||
#include <utils/Invocable.h>
|
#include <utils/Invocable.h>
|
||||||
#include <utils/ostream.h>
|
|
||||||
|
|
||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <unordered_map>
|
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
#include <variant>
|
#include <variant>
|
||||||
@@ -33,6 +31,10 @@
|
|||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
class Program {
|
class Program {
|
||||||
@@ -44,8 +46,8 @@ public:
|
|||||||
|
|
||||||
struct Descriptor {
|
struct Descriptor {
|
||||||
utils::CString name;
|
utils::CString name;
|
||||||
backend::DescriptorType type;
|
DescriptorType type;
|
||||||
backend::descriptor_binding_t binding;
|
descriptor_binding_t binding;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SpecializationConstant {
|
struct SpecializationConstant {
|
||||||
|
|||||||
@@ -19,22 +19,26 @@
|
|||||||
|
|
||||||
#include <backend/Handle.h>
|
#include <backend/Handle.h>
|
||||||
|
|
||||||
#include <utils/ostream.h>
|
#include <utility>
|
||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
|
namespace utils::io {
|
||||||
|
class ostream;
|
||||||
|
} // namespace utils::io
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
//! \privatesection
|
//! \privatesection
|
||||||
|
|
||||||
struct TargetBufferInfo {
|
struct TargetBufferInfo {
|
||||||
// note: the parameters of this constructor are not in the order of this structure's fields
|
// 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
|
TargetBufferInfo(Handle<HwTexture> handle, uint8_t const level, uint16_t const layer) noexcept
|
||||||
: handle(handle), level(level), layer(layer) {
|
: 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) {
|
: handle(handle), level(level) {
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -70,11 +74,11 @@ private:
|
|||||||
TargetBufferInfo mInfos[MAX_SUPPORTED_RENDER_TARGET_COUNT];
|
TargetBufferInfo mInfos[MAX_SUPPORTED_RENDER_TARGET_COUNT];
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TargetBufferInfo const& operator[](size_t i) const noexcept {
|
TargetBufferInfo const& operator[](size_t const i) const noexcept {
|
||||||
return mInfos[i];
|
return mInfos[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
TargetBufferInfo& operator[](size_t i) noexcept {
|
TargetBufferInfo& operator[](size_t const i) noexcept {
|
||||||
return mInfos[i];
|
return mInfos[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -39,18 +39,40 @@ public:
|
|||||||
Driver* createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept override;
|
Driver* createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept override;
|
||||||
int getOSVersion() const noexcept override { return 0; }
|
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.
|
* 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
|
* 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
|
* free to decide which one to use. On mobile systems with a single GPU, implementations should
|
||||||
* simply return the result of MTLCreateSystemDefaultDevice();
|
* simply return the result of MTLCreateSystemDefaultDevice();
|
||||||
|
*
|
||||||
|
* createDevice is called by the Metal backend from the backend thread.
|
||||||
*/
|
*/
|
||||||
virtual void createDevice(MetalDevice& outDevice) noexcept;
|
virtual void createDevice(MetalDevice& outDevice) noexcept;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create a command submission queue on the Metal device object.
|
* 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()
|
* @param device The device which was returned from createDevice()
|
||||||
*/
|
*/
|
||||||
virtual void createCommandQueue(
|
virtual void createCommandQueue(
|
||||||
@@ -60,6 +82,8 @@ public:
|
|||||||
* Obtain a MTLCommandBuffer enqueued on this Platform's MTLCommandQueue. The command buffer is
|
* 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
|
* guaranteed to execute before all subsequent command buffers created either by Filament, or
|
||||||
* further calls to this method.
|
* further calls to this method.
|
||||||
|
*
|
||||||
|
* createAndEnqueueCommandBuffer must be called from the main thread.
|
||||||
*/
|
*/
|
||||||
void createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept;
|
void createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept;
|
||||||
|
|
||||||
@@ -68,6 +92,8 @@ public:
|
|||||||
*
|
*
|
||||||
* Each frame rendered requires a CAMetalDrawable texture, which is presented on-screen at the
|
* 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.
|
* 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 {
|
enum class DrawableFailureBehavior : uint8_t {
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -27,8 +27,11 @@
|
|||||||
#include <utils/Hash.h>
|
#include <utils/Hash.h>
|
||||||
#include <utils/PrivateImplementation.h>
|
#include <utils/PrivateImplementation.h>
|
||||||
|
|
||||||
|
#include <cstddef>
|
||||||
|
#include <functional>
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
#include <unordered_set>
|
#include <unordered_set>
|
||||||
|
#include <string>
|
||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|||||||
@@ -18,6 +18,8 @@
|
|||||||
|
|
||||||
#include "DataReshaper.h"
|
#include "DataReshaper.h"
|
||||||
|
|
||||||
|
#include <backend/DriverEnums.h>
|
||||||
|
|
||||||
#include <utils/CString.h>
|
#include <utils/CString.h>
|
||||||
|
|
||||||
#include <string_view>
|
#include <string_view>
|
||||||
@@ -223,6 +225,143 @@ size_t getFormatSize(TextureFormat format) noexcept {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TextureType getTextureType(TextureFormat const format) noexcept {
|
||||||
|
switch (format) {
|
||||||
|
case TextureFormat::UNUSED:
|
||||||
|
// should not happen
|
||||||
|
return TextureType::FLOAT;
|
||||||
|
|
||||||
|
case TextureFormat::R8:
|
||||||
|
case TextureFormat::R16F:
|
||||||
|
case TextureFormat::RG8:
|
||||||
|
case TextureFormat::RGB565:
|
||||||
|
case TextureFormat::RGB5_A1:
|
||||||
|
case TextureFormat::RGBA4:
|
||||||
|
case TextureFormat::R32F:
|
||||||
|
case TextureFormat::RGB8:
|
||||||
|
case TextureFormat::SRGB8:
|
||||||
|
case TextureFormat::RG16F:
|
||||||
|
case TextureFormat::R11F_G11F_B10F:
|
||||||
|
case TextureFormat::RGB9_E5:
|
||||||
|
case TextureFormat::RGBA8:
|
||||||
|
case TextureFormat::SRGB8_A8:
|
||||||
|
case TextureFormat::RGB10_A2:
|
||||||
|
case TextureFormat::RGB16F:
|
||||||
|
case TextureFormat::RG32F:
|
||||||
|
case TextureFormat::RGBA16F:
|
||||||
|
case TextureFormat::RGB32F:
|
||||||
|
case TextureFormat::RGBA32F:
|
||||||
|
return TextureType::FLOAT;
|
||||||
|
|
||||||
|
case TextureFormat::R8_SNORM:
|
||||||
|
case TextureFormat::RG8_SNORM:
|
||||||
|
case TextureFormat::RGB8_SNORM:
|
||||||
|
case TextureFormat::RGBA8_SNORM:
|
||||||
|
// SNORM are treated as float
|
||||||
|
return TextureType::FLOAT;
|
||||||
|
|
||||||
|
case TextureFormat::R8UI:
|
||||||
|
case TextureFormat::R16UI:
|
||||||
|
case TextureFormat::RG8UI:
|
||||||
|
case TextureFormat::RGB8UI:
|
||||||
|
case TextureFormat::R32UI:
|
||||||
|
case TextureFormat::RG16UI:
|
||||||
|
case TextureFormat::RGBA8UI:
|
||||||
|
case TextureFormat::RGB16UI:
|
||||||
|
case TextureFormat::RG32UI:
|
||||||
|
case TextureFormat::RGBA16UI:
|
||||||
|
case TextureFormat::RGB32UI:
|
||||||
|
case TextureFormat::RGBA32UI:
|
||||||
|
return TextureType::UINT;
|
||||||
|
|
||||||
|
case TextureFormat::R8I:
|
||||||
|
case TextureFormat::R16I:
|
||||||
|
case TextureFormat::RG8I:
|
||||||
|
case TextureFormat::RGB8I:
|
||||||
|
case TextureFormat::R32I:
|
||||||
|
case TextureFormat::RG16I:
|
||||||
|
case TextureFormat::RGBA8I:
|
||||||
|
case TextureFormat::RGB16I:
|
||||||
|
case TextureFormat::RG32I:
|
||||||
|
case TextureFormat::RGBA16I:
|
||||||
|
case TextureFormat::RGB32I:
|
||||||
|
case TextureFormat::RGBA32I:
|
||||||
|
return TextureType::INT;
|
||||||
|
|
||||||
|
case TextureFormat::DEPTH16:
|
||||||
|
case TextureFormat::DEPTH24:
|
||||||
|
case TextureFormat::DEPTH32F:
|
||||||
|
return TextureType::DEPTH;
|
||||||
|
|
||||||
|
case TextureFormat::STENCIL8:
|
||||||
|
return TextureType::STENCIL;
|
||||||
|
|
||||||
|
case TextureFormat::DEPTH24_STENCIL8:
|
||||||
|
case TextureFormat::DEPTH32F_STENCIL8:
|
||||||
|
return TextureType::DEPTH_STENCIL;
|
||||||
|
|
||||||
|
// Compressed formats ---------------------------------------------------------------------
|
||||||
|
|
||||||
|
case TextureFormat::EAC_RG11:
|
||||||
|
case TextureFormat::EAC_RG11_SIGNED:
|
||||||
|
case TextureFormat::ETC2_EAC_RGBA8:
|
||||||
|
case TextureFormat::ETC2_EAC_SRGBA8:
|
||||||
|
case TextureFormat::EAC_R11:
|
||||||
|
case TextureFormat::EAC_R11_SIGNED:
|
||||||
|
case TextureFormat::ETC2_RGB8:
|
||||||
|
case TextureFormat::ETC2_SRGB8:
|
||||||
|
case TextureFormat::ETC2_RGB8_A1:
|
||||||
|
case TextureFormat::ETC2_SRGB8_A1:
|
||||||
|
case TextureFormat::DXT1_RGB:
|
||||||
|
case TextureFormat::DXT1_RGBA:
|
||||||
|
case TextureFormat::DXT1_SRGB:
|
||||||
|
case TextureFormat::DXT1_SRGBA:
|
||||||
|
case TextureFormat::DXT3_RGBA:
|
||||||
|
case TextureFormat::DXT3_SRGBA:
|
||||||
|
case TextureFormat::DXT5_RGBA:
|
||||||
|
case TextureFormat::DXT5_SRGBA:
|
||||||
|
case TextureFormat::RED_RGTC1:
|
||||||
|
case TextureFormat::SIGNED_RED_RGTC1:
|
||||||
|
case TextureFormat::RED_GREEN_RGTC2:
|
||||||
|
case TextureFormat::SIGNED_RED_GREEN_RGTC2:
|
||||||
|
case TextureFormat::RGB_BPTC_SIGNED_FLOAT:
|
||||||
|
case TextureFormat::RGB_BPTC_UNSIGNED_FLOAT:
|
||||||
|
case TextureFormat::RGBA_BPTC_UNORM:
|
||||||
|
case TextureFormat::SRGB_ALPHA_BPTC_UNORM:
|
||||||
|
case TextureFormat::RGBA_ASTC_4x4:
|
||||||
|
case TextureFormat::RGBA_ASTC_5x4:
|
||||||
|
case TextureFormat::RGBA_ASTC_5x5:
|
||||||
|
case TextureFormat::RGBA_ASTC_6x5:
|
||||||
|
case TextureFormat::RGBA_ASTC_6x6:
|
||||||
|
case TextureFormat::RGBA_ASTC_8x5:
|
||||||
|
case TextureFormat::RGBA_ASTC_8x6:
|
||||||
|
case TextureFormat::RGBA_ASTC_8x8:
|
||||||
|
case TextureFormat::RGBA_ASTC_10x5:
|
||||||
|
case TextureFormat::RGBA_ASTC_10x6:
|
||||||
|
case TextureFormat::RGBA_ASTC_10x8:
|
||||||
|
case TextureFormat::RGBA_ASTC_10x10:
|
||||||
|
case TextureFormat::RGBA_ASTC_12x10:
|
||||||
|
case TextureFormat::RGBA_ASTC_12x12:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_4x4:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_5x4:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_5x5:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_6x5:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_6x6:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_8x5:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_8x6:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_8x8:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_10x5:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_10x6:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_10x8:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_10x10:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_12x10:
|
||||||
|
case TextureFormat::SRGB8_ALPHA8_ASTC_12x12:
|
||||||
|
return TextureType::FLOAT;
|
||||||
|
}
|
||||||
|
|
||||||
|
return TextureType::FLOAT;
|
||||||
|
}
|
||||||
|
|
||||||
size_t getFormatComponentCount(TextureFormat format) noexcept {
|
size_t getFormatComponentCount(TextureFormat format) noexcept {
|
||||||
switch (format) {
|
switch (format) {
|
||||||
case TextureFormat::R8:
|
case TextureFormat::R8:
|
||||||
|
|||||||
@@ -18,12 +18,13 @@
|
|||||||
#include "private/backend/CircularBuffer.h"
|
#include "private/backend/CircularBuffer.h"
|
||||||
#include "private/backend/CommandStream.h"
|
#include "private/backend/CommandStream.h"
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/Mutex.h>
|
#include <utils/Mutex.h>
|
||||||
#include <utils/ostream.h>
|
#include <utils/ostream.h>
|
||||||
#include <utils/Panic.h>
|
#include <utils/Panic.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
@@ -79,7 +80,7 @@ bool CommandBufferQueue::isExitRequested() const {
|
|||||||
|
|
||||||
|
|
||||||
void CommandBufferQueue::flush() noexcept {
|
void CommandBufferQueue::flush() noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
CircularBuffer& circularBuffer = mCircularBuffer;
|
CircularBuffer& circularBuffer = mCircularBuffer;
|
||||||
if (circularBuffer.empty()) {
|
if (circularBuffer.empty()) {
|
||||||
@@ -129,7 +130,7 @@ void CommandBufferQueue::flush() noexcept {
|
|||||||
mHighWatermark = std::max(mHighWatermark, totalUsed);
|
mHighWatermark = std::max(mHighWatermark, totalUsed);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
SYSTRACE_NAME("waiting: CircularBuffer::flush()");
|
FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "waiting: CircularBuffer::flush()");
|
||||||
|
|
||||||
FILAMENT_CHECK_POSTCONDITION(!mPaused) <<
|
FILAMENT_CHECK_POSTCONDITION(!mPaused) <<
|
||||||
"CommandStream is full, but since the rendering thread is paused, "
|
"CommandStream is full, but since the rendering thread is paused, "
|
||||||
|
|||||||
@@ -16,6 +16,8 @@
|
|||||||
|
|
||||||
#include "private/backend/CommandStream.h"
|
#include "private/backend/CommandStream.h"
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#if DEBUG_COMMAND_STREAM
|
#if DEBUG_COMMAND_STREAM
|
||||||
#include <utils/CallStack.h>
|
#include <utils/CallStack.h>
|
||||||
#endif
|
#endif
|
||||||
@@ -24,7 +26,6 @@
|
|||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/ostream.h>
|
#include <utils/ostream.h>
|
||||||
#include <utils/Profiler.h>
|
#include <utils/Profiler.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <cstddef>
|
#include <cstddef>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
@@ -79,12 +80,13 @@ CommandStream::CommandStream(Driver& driver, CircularBuffer& buffer) noexcept
|
|||||||
}
|
}
|
||||||
|
|
||||||
void CommandStream::execute(void* buffer) {
|
void CommandStream::execute(void* buffer) {
|
||||||
// NOTE: we can't use SYSTRACE_CALL() or similar here because, execute() below, also
|
// NOTE: we can't use FILAMENT_TRACING_CALL() or similar here because, execute() below, also
|
||||||
// uses systrace BEGIN/END and the END is not guaranteed to be happening in this scope.
|
// uses systrace BEGIN/END and the END is not guaranteed to be happening in this scope.
|
||||||
|
|
||||||
Profiler profiler;
|
Profiler profiler;
|
||||||
|
|
||||||
if constexpr (SYSTRACE_TAG) {
|
|
||||||
|
if constexpr (FILAMENT_TRACING_ENABLED) {
|
||||||
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
|
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
|
||||||
// we want to remove all this when tracing is completely disabled
|
// we want to remove all this when tracing is completely disabled
|
||||||
profiler.resetEvents(Profiler::EV_CPU_CYCLES | Profiler::EV_BPU_MISSES);
|
profiler.resetEvents(Profiler::EV_CPU_CYCLES | Profiler::EV_BPU_MISSES);
|
||||||
@@ -100,17 +102,17 @@ void CommandStream::execute(void* buffer) {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
if constexpr (SYSTRACE_TAG) {
|
if constexpr (FILAMENT_TRACING_ENABLED) {
|
||||||
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
|
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
|
||||||
// we want to remove all this when tracing is completely disabled
|
// we want to remove all this when tracing is completely disabled
|
||||||
profiler.stop();
|
profiler.stop();
|
||||||
UTILS_UNUSED Profiler::Counters const counters = profiler.readCounters();
|
UTILS_UNUSED Profiler::Counters const counters = profiler.readCounters();
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_VALUE32("GLThread (I)", counters.getInstructions());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (I)", counters.getInstructions());
|
||||||
SYSTRACE_VALUE32("GLThread (C)", counters.getCpuCycles());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (C)", counters.getCpuCycles());
|
||||||
SYSTRACE_VALUE32("GLThread (CPI x10)", counters.getCPI() * 10);
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (CPI x10)", counters.getCPI() * 10);
|
||||||
SYSTRACE_VALUE32("GLThread (BPU miss)", counters.getBranchMisses());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (BPU miss)", counters.getBranchMisses());
|
||||||
SYSTRACE_VALUE32("GLThread (I / BPU miss)",
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (I / BPU miss)",
|
||||||
counters.getInstructions() / counters.getBranchMisses());
|
counters.getInstructions() / counters.getBranchMisses());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,8 +20,9 @@
|
|||||||
#include "private/backend/Driver.h"
|
#include "private/backend/Driver.h"
|
||||||
#include "private/backend/CommandStream.h"
|
#include "private/backend/CommandStream.h"
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <utility>
|
#include <utility>
|
||||||
|
|
||||||
@@ -38,7 +39,7 @@
|
|||||||
#if DEBUG_LEVEL == DEBUG_LEVEL_NONE
|
#if DEBUG_LEVEL == DEBUG_LEVEL_NONE
|
||||||
# define SYSTRACE()
|
# define SYSTRACE()
|
||||||
#elif DEBUG_LEVEL == DEBUG_LEVEL_SYSTRACE
|
#elif DEBUG_LEVEL == DEBUG_LEVEL_SYSTRACE
|
||||||
# define SYSTRACE() SYSTRACE_CALL();
|
# define SYSTRACE() FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
#else
|
#else
|
||||||
# error "invalid debug level"
|
# error "invalid debug level"
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -16,7 +16,7 @@
|
|||||||
|
|
||||||
#include "CompilerThreadPool.h"
|
#include "CompilerThreadPool.h"
|
||||||
|
|
||||||
#include <utils/Systrace.h>
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
@@ -41,7 +41,7 @@ void CompilerThreadPool::init(uint32_t threadCount,
|
|||||||
|
|
||||||
for (size_t i = 0; i < threadCount; i++) {
|
for (size_t i = 0; i < threadCount; i++) {
|
||||||
mCompilerThreads.emplace_back([this, setup, cleanup]() {
|
mCompilerThreads.emplace_back([this, setup, cleanup]() {
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
(*setup)();
|
(*setup)();
|
||||||
|
|
||||||
@@ -54,7 +54,7 @@ void CompilerThreadPool::init(uint32_t threadCount,
|
|||||||
[](auto&& q) { return q.empty(); }));
|
[](auto&& q) { return q.empty(); }));
|
||||||
});
|
});
|
||||||
|
|
||||||
SYSTRACE_VALUE32("CompilerThreadPool Jobs",
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "CompilerThreadPool Jobs",
|
||||||
mQueues[0].size() + mQueues[1].size());
|
mQueues[0].size() + mQueues[1].size());
|
||||||
|
|
||||||
if (UTILS_LIKELY(!mExitRequested)) {
|
if (UTILS_LIKELY(!mExitRequested)) {
|
||||||
|
|||||||
@@ -23,11 +23,12 @@
|
|||||||
#include <backend/BufferDescriptor.h>
|
#include <backend/BufferDescriptor.h>
|
||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/ostream.h>
|
#include <utils/ostream.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <math/half.h>
|
#include <math/half.h>
|
||||||
#include <math/vec2.h>
|
#include <math/vec2.h>
|
||||||
@@ -151,30 +152,31 @@ void DriverBase::debugCommandBegin(CommandStream* cmds, bool synchronous, const
|
|||||||
utils::slog.d << methodName << utils::io::endl;
|
utils::slog.d << methodName << utils::io::endl;
|
||||||
}
|
}
|
||||||
if constexpr (bool(FILAMENT_DEBUG_COMMANDS & FILAMENT_DEBUG_COMMANDS_SYSTRACE)) {
|
if constexpr (bool(FILAMENT_DEBUG_COMMANDS & FILAMENT_DEBUG_COMMANDS_SYSTRACE)) {
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_BEGIN(methodName);
|
FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, methodName);
|
||||||
|
|
||||||
if (!synchronous) {
|
if (!synchronous) {
|
||||||
cmds->queueCommand([=]() {
|
cmds->queueCommand([=]() {
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_BEGIN(methodName);
|
FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, methodName);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DriverBase::debugCommandEnd(CommandStream* cmds, bool synchronous, const char* methodName) noexcept {
|
void DriverBase::debugCommandEnd(CommandStream* cmds, bool synchronous,
|
||||||
|
const char* methodName) noexcept {
|
||||||
if constexpr (bool(FILAMENT_DEBUG_COMMANDS > FILAMENT_DEBUG_COMMANDS_NONE)) {
|
if constexpr (bool(FILAMENT_DEBUG_COMMANDS > FILAMENT_DEBUG_COMMANDS_NONE)) {
|
||||||
if constexpr (bool(FILAMENT_DEBUG_COMMANDS & FILAMENT_DEBUG_COMMANDS_SYSTRACE)) {
|
if constexpr (bool(FILAMENT_DEBUG_COMMANDS & FILAMENT_DEBUG_COMMANDS_SYSTRACE)) {
|
||||||
if (!synchronous) {
|
if (!synchronous) {
|
||||||
cmds->queueCommand([]() {
|
cmds->queueCommand([]() {
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_END();
|
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_END();
|
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,6 +17,7 @@
|
|||||||
#include <backend/Platform.h>
|
#include <backend/Platform.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
|
#include <utils/ostream.h>
|
||||||
|
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
|
|||||||
@@ -16,7 +16,8 @@
|
|||||||
|
|
||||||
#include <private/backend/PlatformFactory.h>
|
#include <private/backend/PlatformFactory.h>
|
||||||
|
|
||||||
#include <utils/Systrace.h>
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
|
|
||||||
// We need to keep this up top for the linux (X11) name collisions.
|
// We need to keep this up top for the linux (X11) name collisions.
|
||||||
@@ -85,7 +86,7 @@ namespace filament::backend {
|
|||||||
// responsible for destroying it. Initialization of the backend API is deferred until
|
// responsible for destroying it. Initialization of the backend API is deferred until
|
||||||
// createDriver(). The passed-in backend hint is replaced with the resolved backend.
|
// createDriver(). The passed-in backend hint is replaced with the resolved backend.
|
||||||
Platform* PlatformFactory::create(Backend* backend) noexcept {
|
Platform* PlatformFactory::create(Backend* backend) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
assert_invariant(backend);
|
assert_invariant(backend);
|
||||||
|
|
||||||
#if defined(__ANDROID__)
|
#if defined(__ANDROID__)
|
||||||
|
|||||||
@@ -17,7 +17,7 @@
|
|||||||
#ifndef TNT_FILAMENT_BACKEND_SYSTRACEPROFILE_H
|
#ifndef TNT_FILAMENT_BACKEND_SYSTRACEPROFILE_H
|
||||||
#define TNT_FILAMENT_BACKEND_SYSTRACEPROFILE_H
|
#define TNT_FILAMENT_BACKEND_SYSTRACEPROFILE_H
|
||||||
|
|
||||||
#include <utils/Systrace.h>
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#define PROFILE_SCOPE(marker) SYSTRACE_NAME(marker)
|
#define PROFILE_SCOPE(marker) SYSTRACE_NAME(marker)
|
||||||
|
|
||||||
|
|||||||
@@ -19,6 +19,8 @@
|
|||||||
|
|
||||||
#include "MetalContext.h"
|
#include "MetalContext.h"
|
||||||
|
|
||||||
|
#include <utils/Panic.h>
|
||||||
|
|
||||||
namespace filament {
|
namespace filament {
|
||||||
namespace backend {
|
namespace backend {
|
||||||
|
|
||||||
|
|||||||
@@ -672,22 +672,8 @@ void MetalDriver::createTimerQueryR(Handle<HwTimerQuery> tqh, int) {
|
|||||||
// nothing to do, timer query was constructed in createTimerQueryS
|
// nothing to do, timer query was constructed in createTimerQueryS
|
||||||
}
|
}
|
||||||
|
|
||||||
const char* toString(DescriptorType type) {
|
UTILS_UNUSED
|
||||||
switch (type) {
|
static const char* toString(ShaderStageFlags flags) {
|
||||||
case DescriptorType::UNIFORM_BUFFER:
|
|
||||||
return "UNIFORM_BUFFER";
|
|
||||||
case DescriptorType::SHADER_STORAGE_BUFFER:
|
|
||||||
return "SHADER_STORAGE_BUFFER";
|
|
||||||
case DescriptorType::SAMPLER:
|
|
||||||
return "SAMPLER";
|
|
||||||
case DescriptorType::INPUT_ATTACHMENT:
|
|
||||||
return "INPUT_ATTACHMENT";
|
|
||||||
case DescriptorType::SAMPLER_EXTERNAL:
|
|
||||||
return "SAMPLER_EXTERNAL";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const char* toString(ShaderStageFlags flags) {
|
|
||||||
std::vector<const char*> stages;
|
std::vector<const char*> stages;
|
||||||
if (any(flags & ShaderStageFlags::VERTEX)) {
|
if (any(flags & ShaderStageFlags::VERTEX)) {
|
||||||
stages.push_back("VERTEX");
|
stages.push_back("VERTEX");
|
||||||
@@ -721,15 +707,25 @@ const char* toString(DescriptorFlags flags) {
|
|||||||
|
|
||||||
void MetalDriver::createDescriptorSetLayoutR(
|
void MetalDriver::createDescriptorSetLayoutR(
|
||||||
Handle<HwDescriptorSetLayout> dslh, DescriptorSetLayout&& info) {
|
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(),
|
std::sort(info.bindings.begin(), info.bindings.end(),
|
||||||
[](const auto& a, const auto& b) { return a.binding < b.binding; });
|
[](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++) {
|
for (size_t i = 0; i < info.bindings.size(); i++) {
|
||||||
DEBUG_LOG(" {binding = %d, type = %s, count = %d, stage = %s, flags = %s},\n",
|
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,
|
info.bindings[i].binding, toString(info.bindings[i].type), info.bindings[i].count,
|
||||||
toString(info.bindings[i].stageFlags), toString(info.bindings[i].flags));
|
toString(info.bindings[i].stageFlags), toString(info.bindings[i].flags));
|
||||||
}
|
}
|
||||||
DEBUG_LOG("})\n");
|
DEBUG_LOG("})\n");
|
||||||
|
#endif
|
||||||
construct_handle<MetalDescriptorSetLayout>(dslh, std::move(info));
|
construct_handle<MetalDescriptorSetLayout>(dslh, std::move(info));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -185,6 +185,7 @@ inline MTLPixelFormat getMetalFormat(PixelDataFormat format, PixelDataType type)
|
|||||||
CONVERT(RGBA_INTEGER, UINT, RGBA32Uint);
|
CONVERT(RGBA_INTEGER, UINT, RGBA32Uint);
|
||||||
CONVERT(RGBA_INTEGER, INT, RGBA32Sint);
|
CONVERT(RGBA_INTEGER, INT, RGBA32Sint);
|
||||||
CONVERT(RGBA, FLOAT, RGBA32Float);
|
CONVERT(RGBA, FLOAT, RGBA32Float);
|
||||||
|
CONVERT(DEPTH_COMPONENT, FLOAT, Depth32Float);
|
||||||
#undef CONVERT
|
#undef CONVERT
|
||||||
|
|
||||||
return MTLPixelFormatInvalid;
|
return MTLPixelFormatInvalid;
|
||||||
|
|||||||
@@ -1356,7 +1356,31 @@ id<MTLArgumentEncoder> MetalDescriptorSetLayout::getArgumentEncoderSlow(id<MTLDe
|
|||||||
[arguments addObject:bufferArgument];
|
[arguments addObject:bufferArgument];
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case DescriptorType::SAMPLER:
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
case DescriptorType::SAMPLER_EXTERNAL: {
|
case DescriptorType::SAMPLER_EXTERNAL: {
|
||||||
MTLArgumentDescriptor* textureArgument = [MTLArgumentDescriptor argumentDescriptor];
|
MTLArgumentDescriptor* textureArgument = [MTLArgumentDescriptor argumentDescriptor];
|
||||||
textureArgument.index = binding.binding * 2;
|
textureArgument.index = binding.binding * 2;
|
||||||
@@ -1382,6 +1406,9 @@ id<MTLArgumentEncoder> MetalDescriptorSetLayout::getArgumentEncoderSlow(id<MTLDe
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (arguments.count == 0) {
|
||||||
|
return nil;
|
||||||
|
}
|
||||||
return [device newArgumentEncoderWithArguments:arguments];
|
return [device newArgumentEncoderWithArguments:arguments];
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1442,6 +1469,9 @@ id<MTLBuffer> MetalDescriptorSet::finalizeAndGetBuffer(MetalDriver* driver, Shad
|
|||||||
|
|
||||||
id<MTLArgumentEncoder> encoder =
|
id<MTLArgumentEncoder> encoder =
|
||||||
layout->getArgumentEncoder(context.device, stage, textureTypes);
|
layout->getArgumentEncoder(context.device, stage, textureTypes);
|
||||||
|
if (!encoder) {
|
||||||
|
return nil;
|
||||||
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
ScopedAllocationTimer timer("descriptor_set");
|
ScopedAllocationTimer timer("descriptor_set");
|
||||||
@@ -1472,7 +1502,31 @@ id<MTLBuffer> MetalDescriptorSet::finalizeAndGetBuffer(MetalDriver* driver, Shad
|
|||||||
atIndex:binding.binding * 2];
|
atIndex:binding.binding * 2];
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case DescriptorType::SAMPLER:
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
case DescriptorType::SAMPLER_EXTERNAL: {
|
case DescriptorType::SAMPLER_EXTERNAL: {
|
||||||
auto found = textures.find(binding.binding);
|
auto found = textures.find(binding.binding);
|
||||||
if (found == textures.end()) {
|
if (found == textures.end()) {
|
||||||
|
|||||||
@@ -20,18 +20,19 @@
|
|||||||
#include <Metal/Metal.h>
|
#include <Metal/Metal.h>
|
||||||
|
|
||||||
#include "private/backend/Driver.h"
|
#include "private/backend/Driver.h"
|
||||||
#include "backend/Program.h"
|
|
||||||
|
|
||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
|
#include <backend/Program.h>
|
||||||
|
|
||||||
|
#include <utils/bitset.h>
|
||||||
#include <utils/FixedCapacityVector.h>
|
#include <utils/FixedCapacityVector.h>
|
||||||
|
|
||||||
#include <memory>
|
|
||||||
#include <tsl/robin_map.h>
|
|
||||||
|
|
||||||
#include <utils/Hash.h>
|
#include <utils/Hash.h>
|
||||||
#include <utils/Invocable.h>
|
#include <utils/Invocable.h>
|
||||||
|
|
||||||
|
#include <tsl/robin_map.h>
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
namespace filament {
|
namespace filament {
|
||||||
namespace backend {
|
namespace backend {
|
||||||
|
|
||||||
|
|||||||
@@ -24,14 +24,22 @@
|
|||||||
#import <Foundation/Foundation.h>
|
#import <Foundation/Foundation.h>
|
||||||
|
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
|
#include <mutex>
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
struct PlatformMetalImpl {
|
struct PlatformMetalImpl {
|
||||||
|
std::mutex mLock; // locks mDevice and mCommandQueue
|
||||||
|
id<MTLDevice> mDevice = nil;
|
||||||
id<MTLCommandQueue> mCommandQueue = nil;
|
id<MTLCommandQueue> mCommandQueue = nil;
|
||||||
|
|
||||||
// read form driver thread, read/written to from client thread
|
// read form driver thread, read/written to from client thread
|
||||||
std::atomic<PlatformMetal::DrawableFailureBehavior> mDrawableFailureBehavior =
|
std::atomic<PlatformMetal::DrawableFailureBehavior> mDrawableFailureBehavior =
|
||||||
PlatformMetal::DrawableFailureBehavior::PANIC;
|
PlatformMetal::DrawableFailureBehavior::PANIC;
|
||||||
|
|
||||||
|
// These methods must be called with mLock held
|
||||||
|
void createDeviceImpl(MetalDevice& outDevice);
|
||||||
|
void createCommandQueueImpl(MetalDevice& device, MetalCommandQueue& outCommandQueue);
|
||||||
};
|
};
|
||||||
|
|
||||||
Platform* createDefaultMetalPlatform() {
|
Platform* createDefaultMetalPlatform() {
|
||||||
@@ -48,7 +56,59 @@ Driver* PlatformMetal::createDriver(void* /*sharedContext*/, const Platform::Dri
|
|||||||
return MetalDriverFactory::create(this, driverConfig);
|
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 {
|
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;
|
id<MTLDevice> result;
|
||||||
|
|
||||||
#if !defined(FILAMENT_IOS)
|
#if !defined(FILAMENT_IOS)
|
||||||
@@ -74,27 +134,17 @@ void PlatformMetal::createDevice(MetalDevice& outDevice) noexcept {
|
|||||||
<< utils::io::endl;
|
<< utils::io::endl;
|
||||||
|
|
||||||
outDevice.device = result;
|
outDevice.device = result;
|
||||||
|
mDevice = result;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlatformMetal::createCommandQueue(
|
void PlatformMetalImpl::createCommandQueueImpl(MetalDevice& device, MetalCommandQueue& outCommandQueue) {
|
||||||
MetalDevice& device, MetalCommandQueue& outCommandQueue) noexcept {
|
if (mCommandQueue) {
|
||||||
pImpl->mCommandQueue = [device.device newCommandQueue];
|
outCommandQueue.commandQueue = mCommandQueue;
|
||||||
pImpl->mCommandQueue.label = @"Filament";
|
return;
|
||||||
outCommandQueue.commandQueue = pImpl->mCommandQueue;
|
}
|
||||||
}
|
mCommandQueue = [device.device newCommandQueue];
|
||||||
|
mCommandQueue.label = @"Filament";
|
||||||
void PlatformMetal::createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept {
|
outCommandQueue.commandQueue = mCommandQueue;
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace filament
|
} // namespace filament
|
||||||
|
|||||||
@@ -69,9 +69,8 @@ public:
|
|||||||
assert_invariant(set < MAX_DESCRIPTOR_SET_COUNT);
|
assert_invariant(set < MAX_DESCRIPTOR_SET_COUNT);
|
||||||
assert_invariant(binding < MAX_DESCRIPTOR_COUNT);
|
assert_invariant(binding < MAX_DESCRIPTOR_COUNT);
|
||||||
assert_invariant(entry.binding < 128); // we reserve 1 bit for the type right now
|
assert_invariant(entry.binding < 128); // we reserve 1 bit for the type right now
|
||||||
mStorage[set][binding] = { (uint8_t)entry.binding,
|
mStorage[set][binding] = { uint8_t(entry.binding),
|
||||||
entry.type == DescriptorType::SAMPLER ||
|
DescriptorSetLayoutBinding::isSampler(entry.type) };
|
||||||
entry.type == DescriptorType::SAMPLER_EXTERNAL };
|
|
||||||
mActiveDescriptors[set].set(binding);
|
mActiveDescriptors[set].set(binding);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -95,7 +95,32 @@ GLDescriptorSet::GLDescriptorSet(OpenGLContext& gl, DescriptorSetLayoutHandle ds
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case DescriptorType::SAMPLER:
|
|
||||||
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
case DescriptorType::SAMPLER_EXTERNAL:
|
case DescriptorType::SAMPLER_EXTERNAL:
|
||||||
if (UTILS_UNLIKELY(gl.isES2())) {
|
if (UTILS_UNLIKELY(gl.isES2())) {
|
||||||
desc.emplace<SamplerGLES2>();
|
desc.emplace<SamplerGLES2>();
|
||||||
|
|||||||
@@ -21,7 +21,7 @@
|
|||||||
#include <backend/Platform.h>
|
#include <backend/Platform.h>
|
||||||
#include <backend/Program.h>
|
#include <backend/Program.h>
|
||||||
|
|
||||||
#include <utils/Systrace.h>
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
namespace filament::backend {
|
namespace filament::backend {
|
||||||
|
|
||||||
@@ -36,7 +36,7 @@ OpenGLBlobCache::OpenGLBlobCache(OpenGLContext& gl) noexcept
|
|||||||
|
|
||||||
GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
|
GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
|
||||||
Program const& program) const noexcept {
|
Program const& program) const noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
if (!mCachingSupported || !platform.hasRetrieveBlobFunc()) {
|
if (!mCachingSupported || !platform.hasRetrieveBlobFunc()) {
|
||||||
// the key is never updated in that case
|
// the key is never updated in that case
|
||||||
return 0;
|
return 0;
|
||||||
@@ -68,7 +68,7 @@ GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
|
|||||||
programId = glCreateProgram();
|
programId = glCreateProgram();
|
||||||
|
|
||||||
{ // scope for systrace
|
{ // scope for systrace
|
||||||
SYSTRACE_NAME("glProgramBinary");
|
FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "glProgramBinary");
|
||||||
glProgramBinary(programId, blob->format, blob->data, programBinarySize);
|
glProgramBinary(programId, blob->format, blob->data, programBinarySize);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -90,7 +90,7 @@ GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
|
|||||||
|
|
||||||
void OpenGLBlobCache::insert(Platform& platform,
|
void OpenGLBlobCache::insert(Platform& platform,
|
||||||
BlobCacheKey const& key, GLuint program) noexcept {
|
BlobCacheKey const& key, GLuint program) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
if (!mCachingSupported || !platform.hasInsertBlobFunc()) {
|
if (!mCachingSupported || !platform.hasInsertBlobFunc()) {
|
||||||
// the key is never updated in that case
|
// the key is never updated in that case
|
||||||
return;
|
return;
|
||||||
@@ -100,7 +100,7 @@ void OpenGLBlobCache::insert(Platform& platform,
|
|||||||
GLenum format;
|
GLenum format;
|
||||||
GLint programBinarySize = 0;
|
GLint programBinarySize = 0;
|
||||||
{ // scope for systrace
|
{ // scope for systrace
|
||||||
SYSTRACE_NAME("glGetProgramiv");
|
FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "glGetProgramiv");
|
||||||
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programBinarySize);
|
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programBinarySize);
|
||||||
}
|
}
|
||||||
if (programBinarySize) {
|
if (programBinarySize) {
|
||||||
@@ -108,7 +108,7 @@ void OpenGLBlobCache::insert(Platform& platform,
|
|||||||
std::unique_ptr<Blob, decltype(&::free)> blob{ (Blob*)malloc(size), &::free };
|
std::unique_ptr<Blob, decltype(&::free)> blob{ (Blob*)malloc(size), &::free };
|
||||||
if (UTILS_LIKELY(blob)) {
|
if (UTILS_LIKELY(blob)) {
|
||||||
{ // scope for systrace
|
{ // scope for systrace
|
||||||
SYSTRACE_NAME("glGetProgramBinary");
|
FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "glGetProgramBinary");
|
||||||
glGetProgramBinary(program, programBinarySize,
|
glGetProgramBinary(program, programBinarySize,
|
||||||
&programBinarySize, &format, blob->data);
|
&programBinarySize, &format, blob->data);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -340,7 +340,7 @@ void OpenGLContext::setDefaultState() noexcept {
|
|||||||
GL_DITHER,
|
GL_DITHER,
|
||||||
GL_SAMPLE_ALPHA_TO_COVERAGE,
|
GL_SAMPLE_ALPHA_TO_COVERAGE,
|
||||||
GL_SAMPLE_COVERAGE,
|
GL_SAMPLE_COVERAGE,
|
||||||
GL_POLYGON_OFFSET_FILL,
|
GL_POLYGON_OFFSET_FILL,
|
||||||
};
|
};
|
||||||
|
|
||||||
UTILS_NOUNROLL
|
UTILS_NOUNROLL
|
||||||
@@ -542,6 +542,13 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
|
|||||||
} else if (strstr(renderer, "Intel")) {
|
} else if (strstr(renderer, "Intel")) {
|
||||||
// Intel GPU
|
// Intel GPU
|
||||||
bugs->vao_doesnt_store_element_array_buffer_binding = true;
|
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")) {
|
} else if (strstr(renderer, "PowerVR")) {
|
||||||
// PowerVR GPU
|
// PowerVR GPU
|
||||||
// On PowerVR (Rogue GE8320) glFlush doesn't seem to do anything, in particular,
|
// 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
|
// For Mozilla, the issue appears to be observed regardless of whether the renderer is
|
||||||
// ANGLE or not. (b/376125497)
|
// ANGLE or not. (b/376125497)
|
||||||
bugs->rebind_buffer_after_deletion = true;
|
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
|
#ifdef BACKEND_OPENGL_VERSION_GLES
|
||||||
@@ -1069,41 +1082,41 @@ void OpenGLContext::resetState() noexcept {
|
|||||||
glCullFace(state.raster.cullFace);
|
glCullFace(state.raster.cullFace);
|
||||||
glBlendEquationSeparate(state.raster.blendEquationRGB, state.raster.blendEquationA);
|
glBlendEquationSeparate(state.raster.blendEquationRGB, state.raster.blendEquationA);
|
||||||
glBlendFuncSeparate(
|
glBlendFuncSeparate(
|
||||||
state.raster.blendFunctionSrcRGB,
|
state.raster.blendFunctionSrcRGB,
|
||||||
state.raster.blendFunctionDstRGB,
|
state.raster.blendFunctionDstRGB,
|
||||||
state.raster.blendFunctionSrcA,
|
state.raster.blendFunctionSrcA,
|
||||||
state.raster.blendFunctionDstA
|
state.raster.blendFunctionDstA
|
||||||
);
|
);
|
||||||
glColorMask(
|
glColorMask(
|
||||||
state.raster.colorMask,
|
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);
|
glDepthMask(state.raster.depthMask);
|
||||||
glDepthFunc(state.raster.depthFunc);
|
glDepthFunc(state.raster.depthFunc);
|
||||||
|
|
||||||
// state.stencil
|
// state.stencil
|
||||||
glStencilFuncSeparate(
|
glStencilFuncSeparate(
|
||||||
GL_FRONT,
|
GL_FRONT,
|
||||||
state.stencil.front.func.func,
|
state.stencil.front.func.func,
|
||||||
state.stencil.front.func.ref,
|
state.stencil.front.func.ref,
|
||||||
state.stencil.front.func.mask
|
state.stencil.front.func.mask
|
||||||
);
|
);
|
||||||
glStencilFuncSeparate(
|
glStencilFuncSeparate(
|
||||||
GL_BACK,
|
GL_BACK,
|
||||||
state.stencil.back.func.func,
|
state.stencil.back.func.func,
|
||||||
state.stencil.back.func.ref,
|
state.stencil.back.func.ref,
|
||||||
state.stencil.back.func.mask
|
state.stencil.back.func.mask
|
||||||
);
|
);
|
||||||
glStencilOpSeparate(
|
glStencilOpSeparate(
|
||||||
GL_FRONT,
|
GL_FRONT,
|
||||||
state.stencil.front.op.sfail,
|
state.stencil.front.op.sfail,
|
||||||
state.stencil.front.op.dpfail,
|
state.stencil.front.op.dpfail,
|
||||||
state.stencil.front.op.dppass
|
state.stencil.front.op.dppass
|
||||||
);
|
);
|
||||||
glStencilOpSeparate(
|
glStencilOpSeparate(
|
||||||
GL_BACK,
|
GL_BACK,
|
||||||
state.stencil.back.op.sfail,
|
state.stencil.back.op.sfail,
|
||||||
state.stencil.back.op.dpfail,
|
state.stencil.back.op.dpfail,
|
||||||
state.stencil.back.op.dppass
|
state.stencil.back.op.dppass
|
||||||
@@ -1206,9 +1219,9 @@ void OpenGLContext::resetState() noexcept {
|
|||||||
|
|
||||||
// state.window
|
// state.window
|
||||||
glScissor(
|
glScissor(
|
||||||
state.window.scissor.x,
|
state.window.scissor.x,
|
||||||
state.window.scissor.y,
|
state.window.scissor.y,
|
||||||
state.window.scissor.z,
|
state.window.scissor.z,
|
||||||
state.window.scissor.w
|
state.window.scissor.w
|
||||||
);
|
);
|
||||||
glViewport(
|
glViewport(
|
||||||
|
|||||||
@@ -328,6 +328,11 @@ public:
|
|||||||
// bugs or performance issues.
|
// bugs or performance issues.
|
||||||
bool force_feature_level0;
|
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 = {};
|
} bugs = {};
|
||||||
|
|
||||||
@@ -569,6 +574,9 @@ private:
|
|||||||
{ bugs.force_feature_level0,
|
{ bugs.force_feature_level0,
|
||||||
"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
|
// this is chosen to minimize code size
|
||||||
|
|||||||
@@ -44,6 +44,8 @@
|
|||||||
#include "private/backend/Dispatcher.h"
|
#include "private/backend/Dispatcher.h"
|
||||||
#include "private/backend/DriverApi.h"
|
#include "private/backend/DriverApi.h"
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <type_traits>
|
#include <type_traits>
|
||||||
#include <utils/BitmaskEnum.h>
|
#include <utils/BitmaskEnum.h>
|
||||||
#include <utils/FixedCapacityVector.h>
|
#include <utils/FixedCapacityVector.h>
|
||||||
@@ -51,7 +53,6 @@
|
|||||||
#include <utils/Invocable.h>
|
#include <utils/Invocable.h>
|
||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/Panic.h>
|
#include <utils/Panic.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
#include <utils/Slice.h>
|
#include <utils/Slice.h>
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
@@ -98,13 +99,13 @@
|
|||||||
|
|
||||||
#define DEBUG_GROUP_MARKER_NONE 0x00 // no debug marker
|
#define DEBUG_GROUP_MARKER_NONE 0x00 // no debug marker
|
||||||
#define DEBUG_GROUP_MARKER_OPENGL 0x01 // markers in the gl command queue (req. driver support)
|
#define DEBUG_GROUP_MARKER_OPENGL 0x01 // markers in the gl command queue (req. driver support)
|
||||||
#define DEBUG_GROUP_MARKER_BACKEND 0x02 // markers on the backend side (systrace)
|
#define DEBUG_GROUP_MARKER_BACKEND 0x02 // markers on the backend side (perfetto)
|
||||||
#define DEBUG_GROUP_MARKER_ALL 0xFF // all markers
|
#define DEBUG_GROUP_MARKER_ALL 0xFF // all markers
|
||||||
|
|
||||||
#define DEBUG_MARKER_NONE 0x00 // no debug marker
|
#define DEBUG_MARKER_NONE 0x00 // no debug marker
|
||||||
#define DEBUG_MARKER_OPENGL 0x01 // markers in the gl command queue (req. driver support)
|
#define DEBUG_MARKER_OPENGL 0x01 // markers in the gl command queue (req. driver support)
|
||||||
#define DEBUG_MARKER_BACKEND 0x02 // markers on the backend side (systrace)
|
#define DEBUG_MARKER_BACKEND 0x02 // markers on the backend side (perfetto)
|
||||||
#define DEBUG_MARKER_PROFILE 0x04 // profiling on the backend side (systrace)
|
#define DEBUG_MARKER_PROFILE 0x04 // profiling on the backend side (perfetto)
|
||||||
#define DEBUG_MARKER_ALL (0xFF & ~DEBUG_MARKER_PROFILE) // all markers
|
#define DEBUG_MARKER_ALL (0xFF & ~DEBUG_MARKER_PROFILE) // all markers
|
||||||
|
|
||||||
// set to the desired debug marker level (for user markers [default: All])
|
// set to the desired debug marker level (for user markers [default: All])
|
||||||
@@ -248,8 +249,8 @@ OpenGLDriver::DebugMarker::DebugMarker(OpenGLDriver& driver, const char* string)
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_BACKEND
|
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_BACKEND
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_BEGIN(string);
|
FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, string);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -265,8 +266,8 @@ OpenGLDriver::DebugMarker::~DebugMarker() noexcept {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_BACKEND
|
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_BACKEND
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_END();
|
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -2435,6 +2436,8 @@ bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
|
|||||||
return mContext.bugs.disable_blit_into_texture_array;
|
return mContext.bugs.disable_blit_into_texture_array;
|
||||||
case Workaround::POWER_VR_SHADER_WORKAROUNDS:
|
case Workaround::POWER_VR_SHADER_WORKAROUNDS:
|
||||||
return mContext.bugs.powervr_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:
|
default:
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -3346,8 +3349,8 @@ void OpenGLDriver::pushGroupMarker(char const* string) {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if DEBUG_GROUP_MARKER_LEVEL & DEBUG_GROUP_MARKER_BACKEND
|
#if DEBUG_GROUP_MARKER_LEVEL & DEBUG_GROUP_MARKER_BACKEND
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_BEGIN(string);
|
FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, string);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -3363,8 +3366,8 @@ void OpenGLDriver::popGroupMarker(int) {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if DEBUG_GROUP_MARKER_LEVEL & DEBUG_GROUP_MARKER_BACKEND
|
#if DEBUG_GROUP_MARKER_LEVEL & DEBUG_GROUP_MARKER_BACKEND
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_NAME_END();
|
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@@ -3683,7 +3686,7 @@ void OpenGLDriver::endFrame(UTILS_UNUSED uint32_t frameId) {
|
|||||||
gl.depthFunc(GL_LESS);
|
gl.depthFunc(GL_LESS);
|
||||||
gl.disable(GL_SCISSOR_TEST);
|
gl.disable(GL_SCISSOR_TEST);
|
||||||
#endif
|
#endif
|
||||||
//SYSTRACE_NAME("glFinish");
|
//FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "glFinish");
|
||||||
//glFinish();
|
//glFinish();
|
||||||
mPlatform.endFrame(frameId);
|
mPlatform.endFrame(frameId);
|
||||||
insertEventMarker("endFrame");
|
insertEventMarker("endFrame");
|
||||||
|
|||||||
@@ -25,12 +25,13 @@
|
|||||||
#include <backend/Program.h>
|
#include <backend/Program.h>
|
||||||
#include <backend/Handle.h>
|
#include <backend/Handle.h>
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/BitmaskEnum.h>
|
#include <utils/BitmaskEnum.h>
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
#include <utils/FixedCapacityVector.h>
|
#include <utils/FixedCapacityVector.h>
|
||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <array>
|
#include <array>
|
||||||
@@ -96,8 +97,7 @@ OpenGLProgram::~OpenGLProgram() noexcept {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLProgram::initialize(OpenGLDriver& gld) {
|
void OpenGLProgram::initialize(OpenGLDriver& gld) {
|
||||||
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_CALL();
|
|
||||||
|
|
||||||
assert_invariant(gl.program == 0);
|
assert_invariant(gl.program == 0);
|
||||||
assert_invariant(mToken);
|
assert_invariant(mToken);
|
||||||
@@ -122,8 +122,7 @@ void OpenGLProgram::initialize(OpenGLDriver& gld) {
|
|||||||
*/
|
*/
|
||||||
void OpenGLProgram::initializeProgramState(OpenGLContext& context, GLuint program,
|
void OpenGLProgram::initializeProgramState(OpenGLContext& context, GLuint program,
|
||||||
LazyInitializationData& lazyInitializationData) noexcept {
|
LazyInitializationData& lazyInitializationData) noexcept {
|
||||||
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_CALL();
|
|
||||||
|
|
||||||
// from the pipeline layout we compute a mapping from {set, binding} to {binding}
|
// from the pipeline layout we compute a mapping from {set, binding} to {binding}
|
||||||
// for both buffers and textures
|
// for both buffers and textures
|
||||||
@@ -175,7 +174,31 @@ void OpenGLProgram::initializeProgramState(OpenGLContext& context, GLuint progra
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case DescriptorType::SAMPLER:
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT:
|
||||||
case DescriptorType::SAMPLER_EXTERNAL: {
|
case DescriptorType::SAMPLER_EXTERNAL: {
|
||||||
if (!entry.name.empty()) {
|
if (!entry.name.empty()) {
|
||||||
GLint const loc = glGetUniformLocation(program, entry.name.c_str());
|
GLint const loc = glGetUniformLocation(program, entry.name.c_str());
|
||||||
|
|||||||
@@ -23,12 +23,13 @@
|
|||||||
#include <backend/platforms/OpenGLPlatform.h>
|
#include <backend/platforms/OpenGLPlatform.h>
|
||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
#include <utils/JobSystem.h>
|
#include <utils/JobSystem.h>
|
||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/Mutex.h>
|
#include <utils/Mutex.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
@@ -240,8 +241,8 @@ void TimerQueryFenceFactory::beginTimeElapsedQuery(GLTimerQuery* tq) {
|
|||||||
if (state) {
|
if (state) {
|
||||||
platform.waitFence(fence, FENCE_WAIT_FOR_EVER);
|
platform.waitFence(fence, FENCE_WAIT_FOR_EVER);
|
||||||
state->then = clock::now().time_since_epoch().count();
|
state->then = clock::now().time_since_epoch().count();
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_ASYNC_BEGIN("OpenGLTimerQueryFence", intptr_t(state.get()));
|
FILAMENT_TRACING_ASYNC_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, "OpenGLTimerQueryFence", intptr_t(state.get()));
|
||||||
}
|
}
|
||||||
platform.destroyFence(fence);
|
platform.destroyFence(fence);
|
||||||
});
|
});
|
||||||
@@ -257,8 +258,8 @@ void TimerQueryFenceFactory::endTimeElapsedQuery(OpenGLDriver&, GLTimerQuery* tq
|
|||||||
platform.waitFence(fence, FENCE_WAIT_FOR_EVER);
|
platform.waitFence(fence, FENCE_WAIT_FOR_EVER);
|
||||||
int64_t const now = clock::now().time_since_epoch().count();
|
int64_t const now = clock::now().time_since_epoch().count();
|
||||||
state->elapsed.store(now - state->then, std::memory_order_relaxed);
|
state->elapsed.store(now - state->then, std::memory_order_relaxed);
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_ASYNC_END("OpenGLTimerQueryFence", intptr_t(state.get()));
|
FILAMENT_TRACING_ASYNC_END(FILAMENT_TRACING_CATEGORY_FILAMENT, "OpenGLTimerQueryFence", intptr_t(state.get()));
|
||||||
}
|
}
|
||||||
platform.destroyFence(fence);
|
platform.destroyFence(fence);
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -28,6 +28,8 @@
|
|||||||
#include <backend/DriverEnums.h>
|
#include <backend/DriverEnums.h>
|
||||||
#include <backend/Program.h>
|
#include <backend/Program.h>
|
||||||
|
|
||||||
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#include <utils/compiler.h>
|
#include <utils/compiler.h>
|
||||||
#include <utils/CString.h>
|
#include <utils/CString.h>
|
||||||
#include <utils/debug.h>
|
#include <utils/debug.h>
|
||||||
@@ -36,7 +38,6 @@
|
|||||||
#include <utils/Log.h>
|
#include <utils/Log.h>
|
||||||
#include <utils/ostream.h>
|
#include <utils/ostream.h>
|
||||||
#include <utils/Panic.h>
|
#include <utils/Panic.h>
|
||||||
#include <utils/Systrace.h>
|
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <array>
|
#include <array>
|
||||||
@@ -367,7 +368,7 @@ void ShaderCompilerService::notifyWhenAllProgramsAreReady(
|
|||||||
|
|
||||||
GLuint ShaderCompilerService::initialize(program_token_t& token) {
|
GLuint ShaderCompilerService::initialize(program_token_t& token) {
|
||||||
|
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
assert_invariant(token);// This function should be called when the token is still alive.
|
assert_invariant(token);// This function should be called when the token is still alive.
|
||||||
|
|
||||||
@@ -454,8 +455,8 @@ void ShaderCompilerService::runAtNextTick(CompilerPriorityQueue priority,
|
|||||||
});
|
});
|
||||||
ops.emplace(pos, priority, token, std::move(job));
|
ops.emplace(pos, priority, token, std::move(job));
|
||||||
|
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_VALUE32("ShaderCompilerService Jobs", mRunAtNextTickOps.size());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "ShaderCompilerService Jobs", mRunAtNextTickOps.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ShaderCompilerService::cancelTickOp(program_token_t const& token) noexcept {
|
bool ShaderCompilerService::cancelTickOp(program_token_t const& token) noexcept {
|
||||||
@@ -468,8 +469,8 @@ bool ShaderCompilerService::cancelTickOp(program_token_t const& token) noexcept
|
|||||||
ops.erase(pos);
|
ops.erase(pos);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_VALUE32("ShaderCompilerService Jobs", ops.size());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "ShaderCompilerService Jobs", ops.size());
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -485,15 +486,15 @@ void ShaderCompilerService::executeTickOps() noexcept {
|
|||||||
++it;
|
++it;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
SYSTRACE_CONTEXT();
|
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
SYSTRACE_VALUE32("ShaderCompilerService Jobs", ops.size());
|
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "ShaderCompilerService Jobs", ops.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
/* static */ void ShaderCompilerService::compileShaders(OpenGLContext& context,
|
/* static */ void ShaderCompilerService::compileShaders(OpenGLContext& context,
|
||||||
Program::ShaderSource shadersSource,
|
Program::ShaderSource shadersSource,
|
||||||
FixedCapacityVector<Program::SpecializationConstant> const& specializationConstants,
|
FixedCapacityVector<Program::SpecializationConstant> const& specializationConstants,
|
||||||
bool multiview, program_token_t const& token) noexcept {
|
bool multiview, program_token_t const& token) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
auto const appendSpecConstantString = +[](std::string& s, Program::SpecializationConstant const& sc) {
|
auto const appendSpecConstantString = +[](std::string& s, Program::SpecializationConstant const& sc) {
|
||||||
s += "#define SPIRV_CROSS_CONSTANT_ID_" + std::to_string(sc.id) + ' ';
|
s += "#define SPIRV_CROSS_CONSTANT_ID_" + std::to_string(sc.id) + ' ';
|
||||||
@@ -616,7 +617,7 @@ void ShaderCompilerService::executeTickOps() noexcept {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* static */ void ShaderCompilerService::checkCompileStatus(program_token_t const& token) noexcept {
|
/* static */ void ShaderCompilerService::checkCompileStatus(program_token_t const& token) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
UTILS_NOUNROLL
|
UTILS_NOUNROLL
|
||||||
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
|
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
|
||||||
@@ -639,7 +640,7 @@ void ShaderCompilerService::executeTickOps() noexcept {
|
|||||||
|
|
||||||
/* static */ void ShaderCompilerService::linkProgram(OpenGLContext const& context,
|
/* static */ void ShaderCompilerService::linkProgram(OpenGLContext const& context,
|
||||||
program_token_t const& token) noexcept {
|
program_token_t const& token) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
|
|
||||||
// Shader compilation should be completed by now. Check the status and log errors on failure.
|
// Shader compilation should be completed by now. Check the status and log errors on failure.
|
||||||
checkCompileStatus(token);
|
checkCompileStatus(token);
|
||||||
@@ -675,7 +676,7 @@ void ShaderCompilerService::executeTickOps() noexcept {
|
|||||||
|
|
||||||
/* static */ bool ShaderCompilerService::checkLinkStatusAndCleanupShaders(
|
/* static */ bool ShaderCompilerService::checkLinkStatusAndCleanupShaders(
|
||||||
program_token_t const& token) noexcept {
|
program_token_t const& token) noexcept {
|
||||||
SYSTRACE_CALL();
|
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
|
||||||
assert_invariant(token->gl.program);
|
assert_invariant(token->gl.program);
|
||||||
|
|
||||||
bool linked = true;
|
bool linked = true;
|
||||||
|
|||||||
@@ -54,7 +54,7 @@ struct PlatformCocoaGLImpl {
|
|||||||
CVOpenGLTextureCacheRef mTextureCache = nullptr;
|
CVOpenGLTextureCacheRef mTextureCache = nullptr;
|
||||||
std::unique_ptr<CocoaExternalImage::SharedGl> mExternalImageSharedGl;
|
std::unique_ptr<CocoaExternalImage::SharedGl> mExternalImageSharedGl;
|
||||||
void updateOpenGLContext(NSView *nsView, bool resetView, bool clearView);
|
void updateOpenGLContext(NSView *nsView, bool resetView, bool clearView);
|
||||||
struct ExternalImageCocoaGL : public Platform::ExternalImage {
|
struct ExternalImageCocoaGL final : public Platform::ExternalImage {
|
||||||
CVPixelBufferRef cvBuffer;
|
CVPixelBufferRef cvBuffer;
|
||||||
protected:
|
protected:
|
||||||
~ExternalImageCocoaGL() noexcept final;
|
~ExternalImageCocoaGL() noexcept final;
|
||||||
|
|||||||
@@ -255,6 +255,7 @@ Platform::ExternalImageHandle PlatformEGLAndroid::createExternalImage(AHardwareB
|
|||||||
p->height = hardwareBufferDescription.height;
|
p->height = hardwareBufferDescription.height;
|
||||||
p->width = hardwareBufferDescription.width;
|
p->width = hardwareBufferDescription.width;
|
||||||
auto textureFormat = mapToFilamentFormat(hardwareBufferDescription.format, sRGB);
|
auto textureFormat = mapToFilamentFormat(hardwareBufferDescription.format, sRGB);
|
||||||
|
p->format = textureFormat;
|
||||||
p->usage = mapToFilamentUsage(hardwareBufferDescription.usage, textureFormat);
|
p->usage = mapToFilamentUsage(hardwareBufferDescription.usage, textureFormat);
|
||||||
return ExternalImageHandle{ p };
|
return ExternalImageHandle{ p };
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ VulkanBuffer::VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool,
|
|||||||
: mAllocator(allocator),
|
: mAllocator(allocator),
|
||||||
mStagePool(stagePool),
|
mStagePool(stagePool),
|
||||||
mUsage(usage),
|
mUsage(usage),
|
||||||
mUpdatedOffset(0),
|
mUpdatedOffset(0),
|
||||||
mUpdatedBytes(0) {
|
mUpdatedBytes(0) {
|
||||||
// for now make sure that only 1 bit is set in usage
|
// for now make sure that only 1 bit is set in usage
|
||||||
// (because loadFromCpu() assumes that somewhat)
|
// (because loadFromCpu() assumes that somewhat)
|
||||||
@@ -56,11 +56,12 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
|
|||||||
vmaMapMemory(mAllocator, stage->memory, &mapped);
|
vmaMapMemory(mAllocator, stage->memory, &mapped);
|
||||||
memcpy(mapped, cpuData, numBytes);
|
memcpy(mapped, cpuData, numBytes);
|
||||||
vmaUnmapMemory(mAllocator, stage->memory);
|
vmaUnmapMemory(mAllocator, stage->memory);
|
||||||
vmaFlushAllocation(mAllocator, stage->memory, byteOffset, numBytes);
|
vmaFlushAllocation(mAllocator, stage->memory, 0, numBytes);
|
||||||
|
|
||||||
// If there was a previous update, then we need to make sure the following write is properly
|
// If there was a previous update, then we need to make sure the following write is properly
|
||||||
// synced with the previous read.
|
// synced with the previous read.
|
||||||
if (mUpdatedBytes > 0) {
|
if (mUpdatedBytes > 0 &&
|
||||||
|
(byteOffset >= mUpdatedOffset && byteOffset <= (mUpdatedOffset + mUpdatedBytes))) {
|
||||||
VkAccessFlags srcAccess = 0;
|
VkAccessFlags srcAccess = 0;
|
||||||
VkPipelineStageFlags srcStage = 0;
|
VkPipelineStageFlags srcStage = 0;
|
||||||
if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
|
if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
|
||||||
@@ -74,28 +75,28 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
|
|||||||
srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
|
srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
VkBufferMemoryBarrier barrier{
|
VkBufferMemoryBarrier barrier = {
|
||||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
|
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
|
||||||
.srcAccessMask = srcAccess,
|
.srcAccessMask = srcAccess,
|
||||||
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
||||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.buffer = mGpuBuffer,
|
.buffer = mGpuBuffer,
|
||||||
.offset = mUpdatedOffset,
|
.offset = byteOffset,
|
||||||
.size = mUpdatedBytes,
|
.size = numBytes,
|
||||||
};
|
};
|
||||||
vkCmdPipelineBarrier(cmdbuf, srcStage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1,
|
vkCmdPipelineBarrier(cmdbuf, srcStage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1,
|
||||||
&barrier, 0, nullptr);
|
&barrier, 0, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
VkBufferCopy region {
|
VkBufferCopy region = {
|
||||||
.srcOffset = 0,
|
.srcOffset = 0,
|
||||||
.dstOffset = byteOffset,
|
.dstOffset = byteOffset,
|
||||||
.size = numBytes,
|
.size = numBytes,
|
||||||
};
|
};
|
||||||
vkCmdCopyBuffer(cmdbuf, stage->buffer, mGpuBuffer, 1, ®ion);
|
vkCmdCopyBuffer(cmdbuf, stage->buffer, mGpuBuffer, 1, ®ion);
|
||||||
|
|
||||||
mUpdatedOffset = byteOffset;
|
mUpdatedOffset = byteOffset;
|
||||||
mUpdatedBytes = numBytes;
|
mUpdatedBytes = numBytes;
|
||||||
|
|
||||||
// Firstly, ensure that the copy finishes before the next draw call.
|
// Firstly, ensure that the copy finishes before the next draw call.
|
||||||
@@ -112,21 +113,21 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
|
|||||||
dstAccessMask |= VK_ACCESS_INDEX_READ_BIT;
|
dstAccessMask |= VK_ACCESS_INDEX_READ_BIT;
|
||||||
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
|
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
|
||||||
} else if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
|
} else if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
|
||||||
dstAccessMask |= VK_ACCESS_UNIFORM_READ_BIT;
|
dstAccessMask |= VK_ACCESS_SHADER_READ_BIT;
|
||||||
dstStageMask |=
|
dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
|
||||||
(VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
|
||||||
} else if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
|
} else if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
|
||||||
// TODO: implement me
|
// TODO: implement me
|
||||||
}
|
}
|
||||||
|
|
||||||
VkBufferMemoryBarrier barrier{
|
VkBufferMemoryBarrier barrier = {
|
||||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
|
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
|
||||||
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
||||||
.dstAccessMask = dstAccessMask,
|
.dstAccessMask = dstAccessMask,
|
||||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.buffer = mGpuBuffer,
|
.buffer = mGpuBuffer,
|
||||||
.size = VK_WHOLE_SIZE,
|
.offset = byteOffset,
|
||||||
|
.size = numBytes,
|
||||||
};
|
};
|
||||||
|
|
||||||
vkCmdPipelineBarrier(cmdbuf, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, nullptr, 1,
|
vkCmdPipelineBarrier(cmdbuf, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, nullptr, 1,
|
||||||
|
|||||||
@@ -151,13 +151,13 @@ static_assert(FVK_ENABLED(FVK_DEBUG_VALIDATION));
|
|||||||
|
|
||||||
#elif FVK_ENABLED(FVK_DEBUG_SYSTRACE)
|
#elif FVK_ENABLED(FVK_DEBUG_SYSTRACE)
|
||||||
|
|
||||||
#include <utils/Systrace.h>
|
#include <private/utils/Tracing.h>
|
||||||
|
|
||||||
#define FVK_SYSTRACE_CONTEXT() SYSTRACE_CONTEXT()
|
#define FVK_SYSTRACE_CONTEXT() FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT)
|
||||||
#define FVK_SYSTRACE_START(marker) SYSTRACE_NAME_BEGIN(marker)
|
#define FVK_SYSTRACE_START(marker) FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, marker)
|
||||||
#define FVK_SYSTRACE_END() SYSTRACE_NAME_END()
|
#define FVK_SYSTRACE_END() FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT)
|
||||||
#define FVK_SYSTRACE_SCOPE() SYSTRACE_CALL()
|
#define FVK_SYSTRACE_SCOPE() FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT)
|
||||||
#define FVK_PROFILE_MARKER(marker) SYSTRACE_CALL()
|
#define FVK_PROFILE_MARKER(marker) FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT)
|
||||||
|
|
||||||
#else
|
#else
|
||||||
#define FVK_SYSTRACE_CONTEXT()
|
#define FVK_SYSTRACE_CONTEXT()
|
||||||
|
|||||||
@@ -142,6 +142,10 @@ public:
|
|||||||
return mPortabilitySubsetFeatures.imageView2DOn3DImage == VK_TRUE;
|
return mPortabilitySubsetFeatures.imageView2DOn3DImage == VK_TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline bool isUnifiedMemoryArchitecture() const noexcept {
|
||||||
|
return mIsUnifiedMemoryArchitecture;
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
VkPhysicalDeviceMemoryProperties mMemoryProperties = {};
|
VkPhysicalDeviceMemoryProperties mMemoryProperties = {};
|
||||||
VkPhysicalDeviceProperties2 mPhysicalDeviceProperties = {
|
VkPhysicalDeviceProperties2 mPhysicalDeviceProperties = {
|
||||||
@@ -164,6 +168,7 @@ private:
|
|||||||
bool mDebugUtilsSupported = false;
|
bool mDebugUtilsSupported = false;
|
||||||
bool mLazilyAllocatedMemorySupported = false;
|
bool mLazilyAllocatedMemorySupported = false;
|
||||||
bool mProtectedMemorySupported = false;
|
bool mProtectedMemorySupported = false;
|
||||||
|
bool mIsUnifiedMemoryArchitecture = false;
|
||||||
|
|
||||||
fvkutils::VkFormatList mDepthStencilFormats;
|
fvkutils::VkFormatList mDepthStencilFormats;
|
||||||
fvkutils::VkFormatList mBlittableDepthStencilFormats;
|
fvkutils::VkFormatList mBlittableDepthStencilFormats;
|
||||||
|
|||||||
@@ -358,12 +358,11 @@ void VulkanDescriptorSetCache::updateSamplerImpl(VkDescriptorSet vkset, uint8_t
|
|||||||
range.levelCount = 1;
|
range.levelCount = 1;
|
||||||
range.layerCount = 1;
|
range.layerCount = 1;
|
||||||
}
|
}
|
||||||
VkDescriptorImageInfo info{
|
VkDescriptorImageInfo info = {
|
||||||
.sampler = sampler,
|
.sampler = sampler,
|
||||||
.imageView = texture->getView(range),
|
.imageView = texture->getView(range),
|
||||||
.imageLayout = fvkutils::getVkLayout(texture->getDefaultLayout()),
|
.imageLayout = fvkutils::getVkLayout(texture->getSamplerLayout()),
|
||||||
};
|
};
|
||||||
|
|
||||||
VkWriteDescriptorSet descriptorWrite = {
|
VkWriteDescriptorSet descriptorWrite = {
|
||||||
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||||
.pNext = nullptr,
|
.pNext = nullptr,
|
||||||
|
|||||||
@@ -622,7 +622,7 @@ void VulkanDriver::createTextureExternalImage2R(Handle<HwTexture> th, backend::S
|
|||||||
auto& commands = mCommands.get();
|
auto& commands = mCommands.get();
|
||||||
// Unlike uploaded textures or swapchains, we need to explicit transition this
|
// Unlike uploaded textures or swapchains, we need to explicit transition this
|
||||||
// texture into the read layout.
|
// texture into the read layout.
|
||||||
texture->transitionLayout(&commands, texture->getPrimaryViewRange(), VulkanLayout::READ_ONLY);
|
texture->transitionLayout(&commands, texture->getPrimaryViewRange(), VulkanLayout::FRAG_READ);
|
||||||
|
|
||||||
if (imgData.external.valid()) {
|
if (imgData.external.valid()) {
|
||||||
mExternalImageManager.addExternallySampledTexture(texture, externalImage);
|
mExternalImageManager.addExternallySampledTexture(texture, externalImage);
|
||||||
|
|||||||
@@ -93,7 +93,32 @@ BitmaskGroup fromBackendLayout(DescriptorSetLayout const& layout) {
|
|||||||
case DescriptorType::SAMPLER_EXTERNAL:
|
case DescriptorType::SAMPLER_EXTERNAL:
|
||||||
fromStageFlags(binding.stageFlags, binding.binding, mask.externalSampler);
|
fromStageFlags(binding.stageFlags, binding.binding, mask.externalSampler);
|
||||||
UTILS_FALLTHROUGH;
|
UTILS_FALLTHROUGH;
|
||||||
case DescriptorType::SAMPLER: {
|
|
||||||
|
case DescriptorType::SAMPLER_2D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_UINT:
|
||||||
|
case DescriptorType::SAMPLER_CUBE_ARRAY_DEPTH:
|
||||||
|
case DescriptorType::SAMPLER_3D_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_3D_INT:
|
||||||
|
case DescriptorType::SAMPLER_3D_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_UINT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_FLOAT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_INT:
|
||||||
|
case DescriptorType::SAMPLER_2D_MS_ARRAY_UINT: {
|
||||||
fromStageFlags(binding.stageFlags, binding.binding, mask.sampler);
|
fromStageFlags(binding.stageFlags, binding.binding, mask.sampler);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -495,7 +520,8 @@ void VulkanRenderTarget::emitBarriersEndRenderPass(VulkanCommandBuffer& commands
|
|||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
texture->setLayout(range, VulkanFboCache::FINAL_COLOR_ATTACHMENT_LAYOUT);
|
texture->setLayout(range, VulkanFboCache::FINAL_COLOR_ATTACHMENT_LAYOUT);
|
||||||
if (!texture->transitionLayout(&commands, range, VulkanLayout::READ_WRITE)) {
|
if (texture->isSampleable() &&
|
||||||
|
!texture->transitionLayout(&commands, range, VulkanLayout::FRAG_READ)) {
|
||||||
texture->attachmentToSamplerBarrier(&commands, range);
|
texture->attachmentToSamplerBarrier(&commands, range);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user