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@@ -0,0 +1,141 @@
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Filament.init(['nonlit.filamat'], () => {
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window.VertexAttribute = Filament.VertexAttribute;
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window.AttributeType = Filament.VertexBuffer$AttributeType;
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window.Projection = Filament.Camera$Projection;
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window.app = new App(
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document.getElementsByTagName('canvas')[0],
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document.getElementById('frame-time-counter'));
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});
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const NUMBER_OF_TRIANGLES = 100;
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// probably 60 fps; record 1 seconds ish worth of frames.
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const NUMBER_OF_FRAMES_TO_RECORD_FPS = 1 * 60;
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class App {
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constructor(canvas, frameTimeCounter) {
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this.canvas = canvas;
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this.frameTimeCounter = frameTimeCounter;
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this.lastFrameTime = null;
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this.frameDeltas = [];
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for (let i = 0; i < NUMBER_OF_FRAMES_TO_RECORD_FPS; ++i) {
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this.frameDeltas.push(0);
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}
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this.frameDeltasIndex = 0;
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this.frameDeltasSum = 0;
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this.frameTimeIsValid = false;
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const engine = this.engine = Filament.Engine.create(this.canvas);
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this.scene = engine.createScene();
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this.triangles = [];
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for (let i = 0; i < NUMBER_OF_TRIANGLES; ++i) {
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const entity = Filament.EntityManager.get().create();
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this.triangles.push({entity: entity});
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this.scene.addEntity(entity);
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}
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const TRIANGLE_POSITIONS = new Float32Array([
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1,
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0,
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Math.cos(Math.PI * 2 / 3),
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Math.sin(Math.PI * 2 / 3),
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Math.cos(Math.PI * 4 / 3),
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Math.sin(Math.PI * 4 / 3),
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]);
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const TRIANGLE_COLORS =
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new Uint32Array([0xffff0000, 0xff00ff00, 0xff0000ff]);
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this.vb =
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Filament.VertexBuffer.Builder()
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.vertexCount(3)
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.bufferCount(2)
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.attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT2, 0, 8)
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.attribute(VertexAttribute.COLOR, 1, AttributeType.UBYTE4, 0, 4)
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.normalized(VertexAttribute.COLOR)
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.build(engine);
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this.vb.setBufferAt(engine, 0, TRIANGLE_POSITIONS);
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this.vb.setBufferAt(engine, 1, TRIANGLE_COLORS);
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this.ib = Filament.IndexBuffer.Builder()
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.indexCount(3)
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.bufferType(Filament.IndexBuffer$IndexType.USHORT)
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.build(engine);
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this.ib.setBuffer(engine, new Uint16Array([0, 1, 2]));
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this.swapChain = engine.createSwapChain();
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this.renderer = engine.createRenderer();
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this.camera = engine.createCamera(Filament.EntityManager.get().create());
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this.view = engine.createView();
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this.view.setSampleCount(4);
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this.view.setCamera(this.camera);
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this.view.setScene(this.scene);
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this.renderer.setClearOptions(
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{clearColor: [0.0, 0.1, 0.2, 1.0], clear: true});
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this.resize();
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this.render = this.render.bind(this);
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this.resize = this.resize.bind(this);
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window.addEventListener('resize', this.resize);
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window.requestAnimationFrame(this.render);
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}
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render() {
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const frameTime = Date.now();
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if (this.lastFrameTime) {
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const delta = frameTime - this.lastFrameTime;
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this.frameDeltasSum =
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this.frameDeltasSum - this.frameDeltas[this.frameDeltasIndex] + delta;
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this.frameDeltas[this.frameDeltasIndex] = delta;
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this.frameDeltasIndex =
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(this.frameDeltasIndex + 1) % NUMBER_OF_FRAMES_TO_RECORD_FPS;
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if (this.frameDeltasIndex == 0) {
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this.frameTimeIsValid = true;
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}
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}
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this.lastFrameTime = frameTime;
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if (this.frameTimeIsValid) {
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const averageFrameDelta =
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this.frameDeltasSum * 1.0 / NUMBER_OF_FRAMES_TO_RECORD_FPS;
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this.frameTimeCounter.innerHTML = averageFrameDelta.toFixed(2) + ' ms';
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}
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this.triangles.forEach(triangle => {
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if (triangle.mat) {
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this.engine.destroyMaterial(triangle.mat);
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}
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triangle.mat = this.engine.createMaterial('nonlit.filamat');
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const matinst = triangle.mat.getDefaultInstance();
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Filament.RenderableManager.Builder(1)
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.boundingBox({center: [-1, -1, -1], halfExtent: [1, 1, 1]})
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.material(0, matinst)
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.geometry(
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0, Filament.RenderableManager$PrimitiveType.TRIANGLES, this.vb,
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this.ib)
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.build(this.engine, triangle.entity);
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});
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const radians = Date.now() / 1000;
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const transform = mat4.fromRotation(mat4.create(), radians, [0, 0, 1]);
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const tcm = this.engine.getTransformManager();
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const inst = tcm.getInstance(this.triangles[0].entity);
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tcm.setTransform(inst, transform);
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inst.delete();
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this.renderer.render(this.swapChain, this.view);
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window.requestAnimationFrame(this.render);
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}
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resize() {
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const dpr = window.devicePixelRatio;
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const width = this.canvas.width = window.innerWidth * dpr;
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const height = this.canvas.height = window.innerHeight * dpr;
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this.view.setViewport([0, 0, width, height]);
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const aspect = width / height;
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this.camera.setProjection(Projection.ORTHO, -aspect, aspect, -1, 1, 0, 1);
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}
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}
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